rec.autos.simulators

Geforce 2Ultra faster than Ti4600

Morris Jone

Geforce 2Ultra faster than Ti4600

by Morris Jone » Sat, 08 Feb 2003 21:13:02

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.
Aide

Geforce 2Ultra faster than Ti4600

by Aide » Sat, 08 Feb 2003 21:46:42

LOL...it is impossible.

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

Steve Smit

Geforce 2Ultra faster than Ti4600

by Steve Smit » Sat, 08 Feb 2003 23:33:49

My GF2 Ultra is faster than both my Abit GF4 4600 Ti Siluro OTES and my ATI
9500 Pro...with GPL.  Visual quality is better, too.  N2002 is abt. the same
(have 2003 but haven't installed it yet).  With more recent games, like
NOLF2 and BF1942, tho, the GF2 is falling seriously behind....


Jason Moy

Geforce 2Ultra faster than Ti4600

by Jason Moy » Sun, 09 Feb 2003 01:17:42

On Fri, 07 Feb 2003 14:33:49 GMT, "Steve Smith"


>My GF2 Ultra is faster than both my Abit GF4 4600 Ti Siluro OTES and my ATI
>9500 Pro...with GPL.  Visual quality is better, too.  N2002 is abt. the same
>(have 2003 but haven't installed it yet).  With more recent games, like
>NOLF2 and BF1942, tho, the GF2 is falling seriously behind....

I have to wonder what's wrong with his machine tho.  I have a 1.4gHz
thunderbird with a Ti4400 and I'm getting a poly rate in n2003 around
900.  At the back of a full field at 1280x960x16 with the default gfx
options I barely keep it in the 30's so I can't imagine that the
numbers he posted are remotely playable.

Jason

Steve Blankenshi

Geforce 2Ultra faster than Ti4600

by Steve Blankenshi » Sun, 09 Feb 2003 01:27:52



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

Steve Blankenshi

Geforce 2Ultra faster than Ti4600

by Steve Blankenshi » Sun, 09 Feb 2003 01:43:00

Should've mentioned - the poly rates I stated are with Quincunx AA and 4X AF
enabled in the Nvidia options.


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

Dave Henri

Geforce 2Ultra faster than Ti4600

by Dave Henri » Sun, 09 Feb 2003 11:33:11

  I don't remember seeing poly rates displayed when setting up the 3d.  
Where did I miss those reports?
dave henrie
Joe M

Geforce 2Ultra faster than Ti4600

by Joe M » Sun, 09 Feb 2003 15:25:34


Dave,

I found them in the rend_dxg.ini file in the N2003 installation folder.

--
Joe M.

Steve Blankenshi

Geforce 2Ultra faster than Ti4600

by Steve Blankenshi » Mon, 10 Feb 2003 01:01:50

Correct - they're in the respective rend_ogl.ini and rend_dxg.ini files in
the main program folder.  For a given system and rasterizer, they'll also
vary with resolution, color depth, AA and AF choices, so be sure to compare
apples to apples.

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.

Dave Henri

Geforce 2Ultra faster than Ti4600

by Dave Henri » Mon, 10 Feb 2003 11:36:15



> Correct - they're in the respective rend_ogl.ini and rend_dxg.ini
> files in the main program folder.  For a given system and rasterizer,
> they'll also vary with resolution, color depth, AA and AF choices, so
> be sure to compare apples to apples.

> 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.

   Can't compare much,  When I first ran the demo I choose OGL and it
worked fine...But then after trying d3d, I can't seem to go back to OLG, it
locks up at the texture testing screen.  I'll double check my desktop
settings to make sure they both agree and try again.
dave henrie
Marc Collin

Geforce 2Ultra faster than Ti4600

by Marc Collin » Mon, 10 Feb 2003 15:16:20

And how important is this number to determining fps in the game itself?

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

Steve Blankenshi

Geforce 2Ultra faster than Ti4600

by Steve Blankenshi » Tue, 11 Feb 2003 04:56:50

No simple answer, but it probably gives you an idea of where you can do with
resolution and color depth, relative to others' posted systems.  I also
*think* that it, along with textureset size, determines how the game chooses
which mipmap subimages to display as well.


> And how important is this number to determining fps in the game itself?

> 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 Busc

Geforce 2Ultra faster than Ti4600

by Eric Busc » Tue, 11 Feb 2003 06:29:28

FYI, the game's PolyRate number is no longer a valid test, and is unused
by anything in the game (previously all it did was help to set the
default graphic options the first time the game was run).  It simply
wasn't ever removed from the config program.

- Eric


itself?

Larr

Geforce 2Ultra faster than Ti4600

by Larr » Wed, 12 Feb 2003 03:25:47

Ok, I'll bite.

Where is this "Poly Rate" measurement coming from?

Larry


> No simple answer, but it probably gives you an idea of where you can do
with
> resolution and color depth, relative to others' posted systems.  I also
> *think* that it, along with textureset size, determines how the game
chooses
> which mipmap subimages to display as well.



> > 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

Dave Henri

Geforce 2Ultra faster than Ti4600

by Dave Henri » Wed, 12 Feb 2003 12:16:23



   In the main n2k3 folder, depending if you have calibrated for ogl and
d3d there will be an ini file for each.
dave henrie


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