P4-2.53Ghz and GF4 ti4600 v P4-1.5Ghz and GF2 Ultra.
All these products have theoretical maximums....and basically if i revert to
car performance for the comparison....setup 1 goes 150mph...and setup 2 goes
75mph..
If you were the 'tweaker supreme'...maybe you could get the 75mph up to
100mph....
And if you were the 'pc slower downerer supreme' ...maybe you could get the
150mph down to 125mph..
But that is about it......
AD
Jason
rate of 580 (OGL is 716). For reference, here are some benchmarks I took
from the final demo, sorted by average framerate (haven't done any with the
full game yet, but it appears similar). They were done using Fraps in a
solo test session at Michigan, going from the pit lane around to the s/f in
***pit view, with in-game graphics on full except for:
1. no on-car shadows
2. no specular lighting or solar effects
3. mirror detail on medium and
4. no steering wheel.
(Note: for filtering, Bi=bilinear filtering, Tri=trilinear, numbers are for
Aniso) Didn't bother with D3D in 32 bit since it's so much slower than OGL.
Looks like D3D really gets bogged down by AA, taking a huge hit when you try
4X, which doesn't bother OGL nearly as much.
SB
-----------------------
NR2003-final-demo
Color-Rasterizer-AA-Filtering-avg-min-max
16bit-OGL-QX-Tri-88.9-63.0-105.0
16bit-OGL-2X-2X-79.3-62.0-91.0
16bit-OGL-2X-Tri-79.1-64.0-91.0
32bit-OGL-QX-Bi-77.8-63.0-92.0
32bit-OGL-QX-Tri-76.5-63.0-91.0
32bit-OGL-QX-2X-71.1-62.0-80.0
16bit-OGL-4X-Tri-67.4-58.0-79.0
16bit-OGL-QX-2X-61.5-52.0-69.0
16bit-OGL-4X-2X-61.4-51.0-70.0
16bit-OGL-QX-4X-61.1-51.0-69.0
32bit-OGL-QX-4X-57.0-51.0-64.0
16bit-D3D-2X-Tri-56.1-51.0-63.0
16bit-D3D-2X-2X-52.2-47.0-57.0
16bit-D3D-QX-2X-52.1-48.0-58.0
16bit-OGL-4X-4X-51.1-43.0-58.0
32bit-OGL-4X-Tri-46.6-43.0-54.0
16bit-D3D-QX-4X-44.9-40.0-50.0
16bit-D3D-QX-Tri-44.8-39.0-50.0
32bit-OGL-4X-2X-44.2-37.0-51.0
32bit-OGL-4X-4X-39.9-33.0-46.0
32bit-OGL-49T-4X-35.6-32.0-40.0
16bit-D3D-4X-4X-26.4-24.0-29.0
16bit-D3D-4X-2X-26.3-24.0-29.0
> SB
> -----------------------
> NR2003-final-demo
> Color-Rasterizer-AA-Filtering-avg-min-max
> 16bit-OGL-QX-Tri-88.9-63.0-105.0
> 16bit-OGL-2X-2X-79.3-62.0-91.0
> 16bit-OGL-2X-Tri-79.1-64.0-91.0
> 32bit-OGL-QX-Bi-77.8-63.0-92.0
> 32bit-OGL-QX-Tri-76.5-63.0-91.0
> 32bit-OGL-QX-2X-71.1-62.0-80.0
> 16bit-OGL-4X-Tri-67.4-58.0-79.0
> 16bit-OGL-QX-2X-61.5-52.0-69.0
> 16bit-OGL-4X-2X-61.4-51.0-70.0
> 16bit-OGL-QX-4X-61.1-51.0-69.0
> 32bit-OGL-QX-4X-57.0-51.0-64.0
> 16bit-D3D-2X-Tri-56.1-51.0-63.0
> 16bit-D3D-2X-2X-52.2-47.0-57.0
> 16bit-D3D-QX-2X-52.1-48.0-58.0
> 16bit-OGL-4X-4X-51.1-43.0-58.0
> 32bit-OGL-4X-Tri-46.6-43.0-54.0
> 16bit-D3D-QX-4X-44.9-40.0-50.0
> 16bit-D3D-QX-Tri-44.8-39.0-50.0
> 32bit-OGL-4X-2X-44.2-37.0-51.0
> 32bit-OGL-4X-4X-39.9-33.0-46.0
> 32bit-OGL-49T-4X-35.6-32.0-40.0
> 16bit-D3D-4X-4X-26.4-24.0-29.0
> 16bit-D3D-4X-2X-26.3-24.0-29.0
Dave,
I found them in the rend_dxg.ini file in the N2003 installation folder.
--
Joe M.
SB
> Dave,
> I found them in the rend_dxg.ini file in the N2003 installation folder.
> --
> Joe M.
> SB
>> > I don't remember seeing poly rates displayed when setting up the
>> > 3d.
>> > Where did I miss those reports?
>> > dave henrie
>> Dave,
>> I found them in the rend_dxg.ini file in the N2003 installation
>> folder.
>> --
>> Joe M.
Thanks,
Marc
poly
> rate of 580 (OGL is 716). For reference, here are some benchmarks I took
> from the final demo, sorted by average framerate (haven't done any with
the
> full game yet, but it appears similar). They were done using Fraps in a
> solo test session at Michigan, going from the pit lane around to the s/f
in
>***pit view, with in-game graphics on full except for:
> 1. no on-car shadows
> 2. no specular lighting or solar effects
> 3. mirror detail on medium and
> 4. no steering wheel.
> (Note: for filtering, Bi=bilinear filtering, Tri=trilinear, numbers are
for
> Aniso) Didn't bother with D3D in 32 bit since it's so much slower than
OGL.
> Looks like D3D really gets bogged down by AA, taking a huge hit when you
try
> 4X, which doesn't bother OGL nearly as much.
> SB
> -----------------------
> NR2003-final-demo
> Color-Rasterizer-AA-Filtering-avg-min-max
> 16bit-OGL-QX-Tri-88.9-63.0-105.0
> 16bit-OGL-2X-2X-79.3-62.0-91.0
> 16bit-OGL-2X-Tri-79.1-64.0-91.0
> 32bit-OGL-QX-Bi-77.8-63.0-92.0
> 32bit-OGL-QX-Tri-76.5-63.0-91.0
> 32bit-OGL-QX-2X-71.1-62.0-80.0
> 16bit-OGL-4X-Tri-67.4-58.0-79.0
> 16bit-OGL-QX-2X-61.5-52.0-69.0
> 16bit-OGL-4X-2X-61.4-51.0-70.0
> 16bit-OGL-QX-4X-61.1-51.0-69.0
> 32bit-OGL-QX-4X-57.0-51.0-64.0
> 16bit-D3D-2X-Tri-56.1-51.0-63.0
> 16bit-D3D-2X-2X-52.2-47.0-57.0
> 16bit-D3D-QX-2X-52.1-48.0-58.0
> 16bit-OGL-4X-4X-51.1-43.0-58.0
> 32bit-OGL-4X-Tri-46.6-43.0-54.0
> 16bit-D3D-QX-4X-44.9-40.0-50.0
> 16bit-D3D-QX-Tri-44.8-39.0-50.0
> 32bit-OGL-4X-2X-44.2-37.0-51.0
> 32bit-OGL-4X-4X-39.9-33.0-46.0
> 32bit-OGL-49T-4X-35.6-32.0-40.0
> 16bit-D3D-4X-4X-26.4-24.0-29.0
> 16bit-D3D-4X-2X-26.3-24.0-29.0
> Thanks,
> Marc
> > > I have the Ti4600 and my buddy still using the old G2 Ultra, weird
thing
> > is
> > > it is nearly as fast as my Ti4600
> > > in NR2003. Even in the rend_dxg.ini file he has a faster poly rate, I
> have
> > > 389 and he has 496 both running everything set the same. 1600x1200x32
on
> > > both no FSAA and 2x on AA. I have a P4 2.53 and he only has a
> > > P4 1.5. He does not get as good of FPS as me but he says it looks
just
> as
> > > good.
> poly
> > rate of 580 (OGL is 716). For reference, here are some benchmarks I
took
> > from the final demo, sorted by average framerate (haven't done any with
> the
> > full game yet, but it appears similar). They were done using Fraps in a
> > solo test session at Michigan, going from the pit lane around to the s/f
> in
> >***pit view, with in-game graphics on full except for:
> > 1. no on-car shadows
> > 2. no specular lighting or solar effects
> > 3. mirror detail on medium and
> > 4. no steering wheel.
> > (Note: for filtering, Bi=bilinear filtering, Tri=trilinear, numbers are
> for
> > Aniso) Didn't bother with D3D in 32 bit since it's so much slower than
> OGL.
> > Looks like D3D really gets bogged down by AA, taking a huge hit when you
> try
> > 4X, which doesn't bother OGL nearly as much.
> > SB
> > -----------------------
> > NR2003-final-demo
> > Color-Rasterizer-AA-Filtering-avg-min-max
> > 16bit-OGL-QX-Tri-88.9-63.0-105.0
> > 16bit-OGL-2X-2X-79.3-62.0-91.0
> > 16bit-OGL-2X-Tri-79.1-64.0-91.0
> > 32bit-OGL-QX-Bi-77.8-63.0-92.0
> > 32bit-OGL-QX-Tri-76.5-63.0-91.0
> > 32bit-OGL-QX-2X-71.1-62.0-80.0
> > 16bit-OGL-4X-Tri-67.4-58.0-79.0
> > 16bit-OGL-QX-2X-61.5-52.0-69.0
> > 16bit-OGL-4X-2X-61.4-51.0-70.0
> > 16bit-OGL-QX-4X-61.1-51.0-69.0
> > 32bit-OGL-QX-4X-57.0-51.0-64.0
> > 16bit-D3D-2X-Tri-56.1-51.0-63.0
> > 16bit-D3D-2X-2X-52.2-47.0-57.0
> > 16bit-D3D-QX-2X-52.1-48.0-58.0
> > 16bit-OGL-4X-4X-51.1-43.0-58.0
> > 32bit-OGL-4X-Tri-46.6-43.0-54.0
> > 16bit-D3D-QX-4X-44.9-40.0-50.0
> > 16bit-D3D-QX-Tri-44.8-39.0-50.0
> > 32bit-OGL-4X-2X-44.2-37.0-51.0
> > 32bit-OGL-4X-4X-39.9-33.0-46.0
> > 32bit-OGL-49T-4X-35.6-32.0-40.0
> > 16bit-D3D-4X-4X-26.4-24.0-29.0
> > 16bit-D3D-4X-2X-26.3-24.0-29.0
- Eric
itself?
Where is this "Poly Rate" measurement coming from?
Larry
> > And how important is this number to determining fps in the game itself?
> > Thanks,
> > Marc
message
> > > > I have the Ti4600 and my buddy still using the old G2 Ultra, weird
> thing
> > > is
> > > > it is nearly as fast as my Ti4600
> > > > in NR2003. Even in the rend_dxg.ini file he has a faster poly rate,
I
> > have
> > > > 389 and he has 496 both running everything set the same.
1600x1200x32
> on
> > > > both no FSAA and 2x on AA. I have a P4 2.53 and he only has a
> > > > P4 1.5. He does not get as good of FPS as me but he says it looks
> just
> > as
> > > > good.
D3D
> > poly
> > > rate of 580 (OGL is 716). For reference, here are some benchmarks I
> took
> > > from the final demo, sorted by average framerate (haven't done any
with
> > the
> > > full game yet, but it appears similar). They were done using Fraps in
a
> > > solo test session at Michigan, going from the pit lane around to the
s/f
> > in
> > >***pit view, with in-game graphics on full except for:
> > > 1. no on-car shadows
> > > 2. no specular lighting or solar effects
> > > 3. mirror detail on medium and
> > > 4. no steering wheel.
> > > (Note: for filtering, Bi=bilinear filtering, Tri=trilinear, numbers
are
> > for
> > > Aniso) Didn't bother with D3D in 32 bit since it's so much slower than
> > OGL.
> > > Looks like D3D really gets bogged down by AA, taking a huge hit when
you
> > try
> > > 4X, which doesn't bother OGL nearly as much.
> > > SB
> > > -----------------------
> > > NR2003-final-demo
> > > Color-Rasterizer-AA-Filtering-avg-min-max
> > > 16bit-OGL-QX-Tri-88.9-63.0-105.0
> > > 16bit-OGL-2X-2X-79.3-62.0-91.0
> > > 16bit-OGL-2X-Tri-79.1-64.0-91.0
> > > 32bit-OGL-QX-Bi-77.8-63.0-92.0
> > > 32bit-OGL-QX-Tri-76.5-63.0-91.0
> > > 32bit-OGL-QX-2X-71.1-62.0-80.0
> > > 16bit-OGL-4X-Tri-67.4-58.0-79.0
> > > 16bit-OGL-QX-2X-61.5-52.0-69.0
> > > 16bit-OGL-4X-2X-61.4-51.0-70.0
> > > 16bit-OGL-QX-4X-61.1-51.0-69.0
> > > 32bit-OGL-QX-4X-57.0-51.0-64.0
> > > 16bit-D3D-2X-Tri-56.1-51.0-63.0
> > > 16bit-D3D-2X-2X-52.2-47.0-57.0
> > > 16bit-D3D-QX-2X-52.1-48.0-58.0
> > > 16bit-OGL-4X-4X-51.1-43.0-58.0
> > > 32bit-OGL-4X-Tri-46.6-43.0-54.0
> > > 16bit-D3D-QX-4X-44.9-40.0-50.0
> > > 16bit-D3D-QX-Tri-44.8-39.0-50.0
> > > 32bit-OGL-4X-2X-44.2-37.0-51.0
> > > 32bit-OGL-4X-4X-39.9-33.0-46.0
> > > 32bit-OGL-49T-4X-35.6-32.0-40.0
> > > 16bit-D3D-4X-4X-26.4-24.0-29.0
> > > 16bit-D3D-4X-2X-26.3-24.0-29.0
In the main n2k3 folder, depending if you have calibrated for ogl and
d3d there will be an ini file for each.
dave henrie