Parheila twice as fast as GF4 4600 in New World Oder game

Its seems to me that its not so much the 8500 is slow in ut2k3 but the gf4 is exceptionally fast in high detail.

At medium detail the gf3s 8500s and gf4s had little difference in speeds but in high the gf4s shot ahead leaving the gf3/8500 behind.

The amount they are ahead by suggests either specific game optimizations for gf4 only or the gf4 isn't actually rendering completely.

When the final demo build comes out there will be some reliable and verifiable results around so its probably best to wait till then.
 
At medium detail the gf3s 8500s and gf4s had little difference in speeds but in high the gf4s shot ahead leaving the gf3/8500 behind.

And also in the mem test that they made.
And the high detail test is probably more stressful to the memory bandwidth.

But i agree, we better wait until the game is released before drawing to many conclusions.

isn't actually rendering completely

Remind me to bring that up if the R300 is faster then the NV 30 in Doom3 :)
 
David G. said:
YUP ... but it won't as most of the market is owned by nVIDIA and their cards can't do PS 1.4 .

But with backwards compatibility, this shouldn't especially matter. Unless perhaps going for 1.4 breaks the optimizations for 1.3.
 
No problem ... I mean the pics got up in half a minute or so but that was unnecesary as I've understood your point from the first one .
 
Those are pretty unimpressive graphics... It looks like the game would run pretty well on just about any card.
 
That would be incorrect, you need a fairly high end card to play NWO, and the game engine is very advanced..

- Full 32bit rendering as default
- DVA technology for efficient, exact visibility processing
- Efficient graphics/texture compression/decompression, without any quality loss
- Multiple graphics processing pipelines, distributable over multiple processors
- Renders bezier patches, NURBS surfaces and polygons
- Supports hardware T&L for increased throughput
- Unique surface technology, blends unlimited number of textures
- High quality decal support; decals affect bumpmapping and lighting
- True bumpmapping technology, real-time calculated
- True real-time dynamic lighting, no light maps
- Full real-time Phong/Blinn and Metal shading
- Real-time calculated full quality specular highlights
- Omni, spots, directional and volumetric light-sources
- Dynamic real-time shadows, full quality, sharp or soft
- 24bit RGB true-color lighting, 48bit internal blends
- Light-DVA for fast, exact extraction of light / shadow receivers
- Fully dynamic/deformable geometry, no architectural limits
- High speed, high quality rendering of blended and skinned geometry
- Advanced particle/meta-particle rendering and blending
- Skeletal animation with constraints and expressions
- Real-time full forward/inverse kinematics
- Advanced motion blending / smoothing
- Highly sophisticated dynamics subsystems
- Full hardware accelerated rendering
 
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