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Albatron GeForce 8600 GT 256MB
 
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Max Slowik
Brian
Albatron
May. 24, 2007
The Card and Bundle

Albatron's bundle is spartan. Included with the card you'll find a driver CD, a composite video-out cable, and a single DVI-VGA adapter. Since the card can draw all the power it needs from the PCI-Express slot, it doesn't have or need a 6-pin Molex connection.

The card is a strict reference board, with no stock overclocking or other variations. It has 256 MB of DDR3 memory. The stock heatsink is a single-slot design with a relatively quiet fan which is about 60mm in diameter. It's definitely an improvement over the 7-series' single-slot heatsinks, but it's still nothing to write home about.

This card does not have an HDCP ROM on-board. It is up to the board partners to decide if their cards have this hardware, as it's considered optional, but in light of the way things are headed, not having it seems short-sighted. Cheap, but short-sighted.


In fact, it would seem like the card is made for OEMs, because there's an OEM label under the Albatron sticker on the heatsink. Add to it the stock green PCB, and well, it would seem that the card has a future with Dell.


Test Setup

We use one synthetic test, 3DMark06, and a series of games to test video cards. I should note that we only test 3DMark06 for kicks, and the resulting scores don't factor into our review whatsoever. We try to use our own timedemos whenever possible, but will use the in-game timedemo or record a few minutes of gameplay using FRAPS if that's not an option. The games are Half-Life 2: Episode One, F.E.A.R., The Elder Scrolls IV: Oblivion, Company of Heroes, Prey, and Splinter Cell: Chaos Theory. All benchmarking results are the average of at least three runs of each game at each different setting.

We bench using Windows XP Service Pack 2, and the latest video card drivers (NVIDIA 158.22). The driver settings were left at default, and transparency-sampling anti-aliasing was left off.

Test Computer

Processor: AMD Athlon X2 6000+Memory: Crucial 2x1024MB DDR2 800MHz @ 5-5-5-15
Motherboard: Asus 690V
Power Supply: Seasonic S12 500W

 
<< Previous
Page 2 of 12
Next >>
Page 1: Introduction
Page 2: The Card, Bundle & Test Setup
Page 3: Testing - Half-Life 2: Episode 1
Page 4: Testing - F.E.A.R.
Page 5: Testing - The Elder Scrolls IV: Oblivion
Page 6: Testing - Company of Heroes
Page 7: Testing - Prey
Page 8: Testing - Need For Speed: Most Wanted
Page 9: Testing - Splinter Cell: Chaos Theory
Page 10: Testing - 3DMark '06
Page 11: Performance Summary & Overclocking
Page 12: Conclusion

7 User Comments
1 - Posted by aireiq on May 25, 2007 - 9:37 am

Quick question:

In the ATI Radeon article, you said that you wouldn't be using SC:CT for benchmarking anymore.

"Unfortunately, we found that Splinter Cell: Chaos Theory's copy-protection scheme, StarForce, was tampering with our CrossFire results, so we'll be following up with those numbers in our video quality article. Suffice to say, it is because of StarForce that we will no longer be using SCCT as a benchmark."

But you used it in the Albatron review. Did you mean you would skip it only for certain cards?

2 - Posted by Brian on May 25, 2007 - 11:23 am

It could be because the testing for this review was done before the 2900 review. It could also be because the benchmark has problems with Crossfire, which wasn't tested in this review. I don't think it is skipped for certain cards... just dual-cards since it wouldn't be a good basis for comparison. I'm sure Max will see this and clear it up for you.

3 - Posted by Max Slowik on May 25, 2007 - 1:40 pm

Brian's first assumption was right: I benched this card before we decided to drop SCCT, when I was benching the HD 2900 XTs. But given the hard launch and nature of the HD 2000 release, we ran that article first.

StarForce is a huge pain in the groin. Not only does it tamper with drivers (I have to assume, given how bizarre the test bench reacted after running it for the first time after installing the ATI drivers, (installing it doesn't seem to have an effect until it's actually run) but also some research by others) it doesn't work with Windows x64, MCE (I think) and Vista. So here's a good game that's unplayable by a sizable and growing percentage of users.

We're going to be adding the next Unreal Tournament game for SM 3.0, and generally moving towards Vista as an equally important platform for benchmarking. I'm not sure yet, but I think we're also going to add S.T.A.L.K.E.R. plus whatever DX10 games (that support benchmarking) come out.

Since I'm full-time for TTL, we've got the luxury of playing around with the hardware benchmarking format, although we're really still transitioning.

While I've got you here, what are some things you'd like to see in a video card review?

I mean, I have a list of things to consider, but is there something in particular you want more or less of?

4 - Posted by aireiq on May 27, 2007 - 12:27 pm

Thank you both for the information. I'm not what you would call a computer hardware enthusiast, but I find the stuff interesting.

I think it would be nice to see more direct comparison type articles. Bang/buck at price range X sorts of things that might help me decide which video cards to buy, or perhaps a little more information on why VidCard Y's Z feature makes is interesting/cool/worth the money.

You guys tend to mention these sorts of things in your articles, but I, for one, would like a little more detail.

As for the video card benchmarking stuff, I like the brief blurbs on the games, but when reading this article and the Radeon article in proximity I got a little confused because the blurbs were the same in both.

Anyway, thanks for asking. I'm looking forward to seeing some the new benchmarking format as it evolves.

5 - Posted by Kurtis on May 28, 2007 - 12:00 pm

That's because the games are tested the same so we copy/paste parts of the review that apply to other reviews (such as the majority of the "Test Setup" page until our test rigs change, and the "Testing - X Game" pages as you mentioned). There would be no point in re-wording those sections just for the sake of it.

6 - Posted by Max Slowik on May 29, 2007 - 12:22 am

Remind me again, why do we have the blurbs? It spaces the page out right, or something?

Maybe if we did a "test setup" run-down on each game, like:

DirectX 9
Shader Model 2.0
Version 1.0h some revision
FRAPS + Opening sequence
Low Detail: Texture size medium, font size extra extra large
High Detail: Some anti-aliasing up in tha hizzy
Et cetera, foo

we'd have a more informative header.

7 - Posted by Kurtis on May 29, 2007 - 12:40 am

Well, the game IMAGES are in there to take up space next to the 300x250 ad-slot and to look pretty.

The blurbs are there to tell the reader how each game was tested and any special notes about that game.

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