While I appreciate that the thread has gravitated towards the new 3DLabs GPU, I thought I'd respond to an earlier post. I see so many Q3 references here, but they seem to be from people who don't play the game much. Or at all.
I thought I'd give the perspective of someone who in spite of his awfully advanced age really does (did) play Q3 seriously.
As far as the graphics card is concerned, Q3 is a solved problem now. But not in the way that is implied above.
Most league players I know play with the highest resolution possible while still being totally "CPU" limited. For a Radeon 8500, slightly overclocked on a tuned Athlon 1900XP DDR system, that works out to 800x600 (or 1024x768 which is where I find the slowdown to be small enough to be negligeable.)
Most league players I know play with vertex lightning because it enhances player model visibility. (Similarly, many force both player model and player colour)
Most or all league players use very bright settings, totally loosing all atmosphere but enhancing visibility in dark areas.
AA is worse than useless both due to the performance hit, and the fact that it reduces the edge shimmering that helps with enemy detection. Totally counter productive.
All league players cap their fps at a number that produces a whole number when 1000 is divided by it. For example 100 (1000/100=10), 125 (1000/125=8) and so on, due to peculiarities in Q3 physics calculation. However this fps should be constant. (!!!) At this point in time, with top level gfx cards, the problem lies with the host processor. Not even the Athlon system described above can keep 125 fps at all times. And when it doesn't, I notice it clearly, but it happens seldom enough that I haven't wanted to drop my maxfps to 100, because that would feel slightly less fluid all the time. Others prefer to go the other way. Noone in the scene cares one whit about either max or average fps. Minimum fps is the only thing that's relevant at all.
Generally speaking, competitive players care only about responsiveness and enemy detection. Anything that distracts or detracts from these goals is avoided.
Under those conditions, any last generation gfx-card performs adequatly. But conversely, no gfx-card today can do Q3 at 1024x768 4xAA without the framerate dropping more than any serious Q3 player would accept. Not even the GF4.
What you consider "playable" in Q3 depends on who you are.
Once you have gotten used to a highly responsive system, and are skilled enough to benefit from that increased responsiveness, you're not likely to appreciate less responsive gameplay. (It is interesting to note that the new DOOM is a single player game. This makes sense, since you are not likely to convert any competitive players to a game that plays at 60 fps, nor would they particularly appreciate the sohisticated lightning, in fact, they would do everything they could to get rid of any dark areas for the light to play against.)
Addendum: Just because Q3 is a solved problem for league and tournament players, doesn't mean that it isn't as useful or more than any other application benchmark, since benchmarking is about the information gathered, rather than the number produced. The opinion that the high fps numbers Q3 produces these days makes it a useless benchmark is not founded in logic.
Entropy
I thought I'd give the perspective of someone who in spite of his awfully advanced age really does (did) play Q3 seriously.
Hellbinder[CE said:]
My Radeon 8500 plays Q3 with Smoothvision and 16x Ansio like a bat out of hell. GF4 Ti's can crush Q3 with FSAA. What is the big hoopla? If *should be playable* with these settings, with a little nicer quality.. that tells me this card is a DOG. It is going to get crushed by the next wave of games. and is going to get EMBARRASED by the NV30 and R300...
As far as the graphics card is concerned, Q3 is a solved problem now. But not in the way that is implied above.
Most league players I know play with the highest resolution possible while still being totally "CPU" limited. For a Radeon 8500, slightly overclocked on a tuned Athlon 1900XP DDR system, that works out to 800x600 (or 1024x768 which is where I find the slowdown to be small enough to be negligeable.)
Most league players I know play with vertex lightning because it enhances player model visibility. (Similarly, many force both player model and player colour)
Most or all league players use very bright settings, totally loosing all atmosphere but enhancing visibility in dark areas.
AA is worse than useless both due to the performance hit, and the fact that it reduces the edge shimmering that helps with enemy detection. Totally counter productive.
All league players cap their fps at a number that produces a whole number when 1000 is divided by it. For example 100 (1000/100=10), 125 (1000/125=8) and so on, due to peculiarities in Q3 physics calculation. However this fps should be constant. (!!!) At this point in time, with top level gfx cards, the problem lies with the host processor. Not even the Athlon system described above can keep 125 fps at all times. And when it doesn't, I notice it clearly, but it happens seldom enough that I haven't wanted to drop my maxfps to 100, because that would feel slightly less fluid all the time. Others prefer to go the other way. Noone in the scene cares one whit about either max or average fps. Minimum fps is the only thing that's relevant at all.
Generally speaking, competitive players care only about responsiveness and enemy detection. Anything that distracts or detracts from these goals is avoided.
Under those conditions, any last generation gfx-card performs adequatly. But conversely, no gfx-card today can do Q3 at 1024x768 4xAA without the framerate dropping more than any serious Q3 player would accept. Not even the GF4.
What you consider "playable" in Q3 depends on who you are.
Once you have gotten used to a highly responsive system, and are skilled enough to benefit from that increased responsiveness, you're not likely to appreciate less responsive gameplay. (It is interesting to note that the new DOOM is a single player game. This makes sense, since you are not likely to convert any competitive players to a game that plays at 60 fps, nor would they particularly appreciate the sohisticated lightning, in fact, they would do everything they could to get rid of any dark areas for the light to play against.)
Addendum: Just because Q3 is a solved problem for league and tournament players, doesn't mean that it isn't as useful or more than any other application benchmark, since benchmarking is about the information gathered, rather than the number produced. The opinion that the high fps numbers Q3 produces these days makes it a useless benchmark is not founded in logic.
Entropy