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Digital-Daily : Video : prolink-pixelview

Prolink PixelView GeForce FX 5900XT Golden Limited

Date: 07.08.2004

Tests

Apart from our today's "guinea pig", there were the following video cards tested:

  • Gigabyte GV-N57U128D (NVIDIA GeForce FX 5700 Ultra);
  • Daytona FX 5700 Ultra ("NVIDIA GeForce FX 5700 UItra");
  • HIS Escalibur Radeon 9600XT (ATI Radeon 9600XT);
  • HIS ICQ Radeon 9800 Pro (ATI Radeon 9800 Pro).

All the direct and indirect competitors are there.

Test configuration:

  • Motherboard: MicroStar K7N2 Delta (nForce 2 Ultra 400)
  • Processor: AMD Athlon XP 3200+ Barton (200x11 = 2200 MHz)
  • Memory: 2x512MB DDR PC 3200 Kingston (Dual-channel mode, latency timings 5-3-3-2)
  • HDD: Maxtor Diamond 9 Plus 120 Gb (8 Mb Cache)
  • Video cards:
    • Prolink PixelView GeForce FX 5900XT Golden Limited;
    • Gigabyte GV-N57U128D (NVIDIA GeForce FX 5700 Ultra);
    • Daytona FX 5700 Ultra ("NVIDIA GeForce FX 5700 UItra");
    • HIS Escalibur Radeon 9600XT (ATI Radeon 9600XT);
    • HIS ICQ Radeon 9800 Pro (ATI Radeon 9800 Pro).

Operating system, test software, drivers and settings

Operating system:

  • Microsoft Windows XP SP1 ENG
  • DirectX 9.0b
  • For NVIDIA video cards - ForceWare 56.72 WHQL;
  • For ATI video cards - Catalyst 4.4 WHQL.

We removed all the decorative "niceties" out of the Windows GUI and set the operating system to maximum performance.

Disabled the Vsync forcedly via the drivers both in OpenGL and in Direct3D applications. The S3TC texture compression was also disabled.

Test software:

  • Future Mark 3DMark2003 v340;
  • ToMMTi-Systems ShaderMark v2.0 (a synthetic DirectX 9 HLSL benchmark for pixel shaders);
  • iXBT.com/Digit-Life D3D RightMark (a comprehensive DirectX 9.0 synthetic benchmark);
  • CodeCult Codecreatures v1.0.0 (DirectX 8.1 application, shaders, Hardware T&L);
  • Digital Extreme/Epic Games Unreal Tournament 2003 v2225 (Direct3D, Hardware T&L, vertex shaders, Dot3, cube texturing. "Antalus Flyby" demo);
  • Yeti studious Gun Metal Benchmark 2 v1.20s (DirectX 9.0 benchmark , Vertex Shaders 2.0, Pixel Shaders 1.1, Hardware T&L);
  • Egosoft X2: The Threat (Direct3D, multitexturing, Dot3, the benchmark mode embedded in the demo version);
  • Microsoft HALO: Combat Evolved 1.3 (DirectX 9.0, Vertex Shaders 1.1/1.4/2.0, Pixel Shaders 1.1/1.4/2.0, Hardware T&L, the quality is set to the maximum possible);
  • Massive Development AquaMark 3 (DirectX 9.0, Vertex Shaders 1.1/1.4/2.0, Pixel Shaders 1.1/1.4/2.0, Hardware T&L, AquaMark3 Triscore mode);
  • Valve Software/Vivendi Universal Games Half-life 2 leaked beta (DirectX 9.0, Vertex Shaders 2.0, Pixel Shaders 2.0, default quality, our own recorded demo benchmarks "3Dnews001" and "3Dnews005");
  • Legend Ent./Epic Games Unreal II: The Awakening v1403 (Direct3D, vertex shaders, Hardware T&L, Dot3, cube texturing, the quality set to that suggested by BenchemAll).
  • Activision Call of Duty 1.1 (OpenGL, multitexturing. The image quality was set to the maximum. Used was one of our own recorded demo reels "3Dnews002" (flying on a rocket in the mp_rocket level));
  • GSC GameWorld / Russobit Ì FireStarter (DirectX 8.1/DirectX 9.0, pixel and vertex shaders, particle system, dynamic lights, projected textures);
  • Core Design / Eidos Interactive Tomb Raider: Angel of Darkness v49 (DirectX 9.0, Vertex Shaders 2.0, Pixel Shaders 2.0, defaults quality, "Paris5_4 Demo", "Paris1c Demo" and "Paris2g Demo" were used as the demos);
  • Crytek / UbiSoft FarCry (DirectX 9.0, Pixel Shaders 2.0, quality settings set to the maximum, our own "3Dnews004" demo was used);
  • People Can Fly / DreamCatcher Interactive Painkiller v 1.15 (DirectX 9.0, pixel and vertex shaders (the version not specified), projected textures, dynamic pixel-wise shading, DOT3 bump mapping etc.);
  • Ubisoft Prince of Persia: Sands of Time (DirectX 8.1, version 1.1 pixel shaders, multitexturing);
  • CDV Software Entertainment / Brat Designs Breed (DirectX 8.1, version 1.1 pixel and vertex shaders, stencil shades, Bump mapping).

2D Quality

Prior to giving the estimate of image quality achieved by Prolink PixelView GeForce FX 5900XT Golden Limited video card, we again and again remind it that to date it is impossible to give more or less impartial estimate of this parameter for a series of video cards, since the 2D quality strongly depends on a particular specimen, and it is impossible to check all the cards for known reasons. The 2D quality also depends on the monitor and connection cable which in turn results in a lack of impartial estimate into the methodology of assessing a given parameter.

The 2D quality shown by the board at 1024x768x85Hz and 1280õ1024õ60Hz resolution can be characterized as superb. No noticeable deviations in the image quality were found.

Content:

  • Introduction
  • Prolink PixelView GeForce FX 5900XT
  • Test configuration, overclocking
  • Benchmarks: Synthetic tests
  • Benchmarks: Gaming benchmarks
  • Findings




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