Level Analysis: mp_mangoriver

This benchmark is focused around water, and includes an underwater section. Since it's also a benchmarked spectator, we fly up over the waterfall to get some long viewing range rendering in.



ATI mp_mangoriver screenshot.
Click to enlarge.



NV SM2.0 mp_mangoriver screenshot.
Click to enlarge.



NV SM3.0 mp_mangoriver screenshot.
Click to enlarge.


Here, we also see no image quality differences, but take a look at the full size jpegs as well, if you need more convincing.

SM2.0 mp_mangoriver Performance

SM3.0 Path mp_mangoriver Performance

Once again, no significant performance improvements except on the very high end with the 6800 UE changing place with the X800 XT.

SM2.0 mp_mangoriver Performance

SM3.0 Path mp_mangoriver Performance

Still, more of the same with AA and AF enabled. Not much exciting so far, but these benchmarks don't highlight the properties that have enhanced performance under the new rendering path. It is interesting to note that the X800 series of cards appear to be more resilient to turing on AA and AF than the NVIDIDA cards even under the new rendering path. The following four NVIDIA provided demos do a good job of pointing out situations were performance gains are seen.

Level Analysis: mp_airstrip Level Analysis: research
Comments Locked

36 Comments

View All Comments

  • DerekWilson - Friday, July 2, 2004 - link

    Thanks Pete, we'll be setting AA and AF in the benchmark batch file from now on ... We've updated the site to reflect the fact that the first run of numbers had NV 4xAA set in the control panel (which means it was off in the game).

    We appologize for the problem, and these new numbers show an acurate picture of the NV vs. ATI playing field.

    Again, we are very sorry for the mistake.
  • Bonesdad - Friday, July 2, 2004 - link

    Wait till you see the numbers for NV's 6800 Ultra Extreme with Cheese!!!
  • Pete - Friday, July 2, 2004 - link

    Derek, was AA on for the nV cards? Apparently nV's latest drivers change behavior once again, to require AA to be set in-game, rather than via CP (which does nothing).

    Perhaps you could avoid this mess of ever-changing AA settings by using AA+AF for comparison screens? It'd also have the added benefit of showing the games in a more positive light. :)
  • joeyd - Friday, July 2, 2004 - link

  • gordon151 - Friday, July 2, 2004 - link

    pio!pio! x-bit labs tested the difference between performance with the 1.2 and 1.1 patch on the NV3x (5900 Ultra) and well it wasn't pretty. NV3x actually saw a rather big performance drop using the new patch. I dunno if nVidia is gonna do anything about this since they seem to be turning a blind eye to the NV3x line with respect to future optimizations.
  • DerekWilson - Friday, July 2, 2004 - link

    trilinear optimizations are on
    anisotripic filtering optimizations are off

    AA has less noticable benefit as resolution increases, but nearly vertical and nearly horizontal lines are still obvious in games with high contrast scenes.
  • kmmatney - Friday, July 2, 2004 - link

    Do you really need AA on when running at 1600 x 1200, as in these these benchmarks? Just wondering if its much of a benefit at this high of a resolution. I never go past 1024 x 768, so I wouldn't know.
  • pio!pio! - Friday, July 2, 2004 - link

    So how about just the performance jump from FarCry 1.1 to 1.2 w/o using these high end shaders? (Ie for the previous generation Geforce 5900 crowd and lower)
  • AnnoyedGrunt - Friday, July 2, 2004 - link

    Does that mean trilinear optimizations on, or trilinear filtering on?

    Thanks,
    D'oh!
  • DerekWilson - Friday, July 2, 2004 - link

    we used driver default:

    trilinear on
    anisotropic off

Log in

Don't have an account? Sign up now