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Albatron GeForce 8600 GT 256MB
 
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Max Slowik
Brian
Albatron
May. 24, 2007
Testing - Half-Life 2: Episode 1



Our Half-Life 2 Episode 1 benchmark consists of Gordon emerging into the streets to find ant lions and Combine soldiers fighting. Gordon proceeds to kill a mother ant lion and lots of baby ant lions while generally blowing up anything in the way. The gravity gun is used to push a couple of cars over ant lion dens, then some more Combine soldiers are killed. The timedemo ends after Gordon enters a small room and sets off a mine. Overall, the timedemo is pretty representative of gameplay.

All of the in-game graphical settings were set to maximum and HDR was at full. Anti-Aliasing and Anisotropic Filtering were controlled through a batch file which changes the in-game settings. After the batch has finished running, the average frames per second for each test is output to a file. For each test, the timedemo was run three times and the results were averaged. The game was up-to-date as of 03/07.

Half-Life 2 Episode 1 @ 1280 x 1024
(Show All Graphs)
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
113
73
0
FPS
150
 
 
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
110
61
0
FPS
150
 
 
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
111
56
0
FPS
150
 
 

Half-Life 2 Episode 1 @ 1600 x 1200
(Show All Graphs)
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
110
51
0
FPS
150
 
 
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
102
41
0
FPS
150
 
 
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
91
36
0
FPS
150
 
 

Half-Life 2 Episode 1 @ 1920 x 1200
(Show All Graphs)
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
105
43
0
FPS
150
 
 
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
90
34
0
FPS
150
 
 
No AA / No AF 2xAA / 4xAF 4xAA / 8xAF
Foxconn 8800GTS 320MB
Albatron 8600 GT 256MB
57
28
0
FPS
150
 
 

 
<< Previous
Page 3 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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