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Geforce 2Ultra faster than Ti4600

16 posts by 10 people · 07 Feb 2003 12:13 UTC - 11 Feb 2003 16:13 UTC

Morris Jones 07 Feb 2003 12:13 UTC#78093
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.
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
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.... "Morris Jones" <[email hidden]> wrote in message news:[email hidden]... > I have the Ti4600 and my buddy still using the old G2 Ultra, weird thingis
Quoted text (8 lines)> 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. > >
On Fri, 07 Feb 2003 14:33:49 GMT, "Steve Smith" <[email hidden]> wrote: >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
"Morris Jones" <[email hidden]> wrote in message news:[email hidden]... > I have the Ti4600 and my buddy still using the old G2 Ultra, weird thingis > 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. Something's amiss with your setup; my XP1800/Ti4400(@310/620) has a 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 cockpit 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
Should've mentioned - the poly rates I stated are with Quincunx AA and 4X AF enabled in the Nvidia options. > Something's amiss with your setup; my XP1800/Ti4400(@310/620) has a D3Dpoly > 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 withthe > 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/fin > cockpit 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 arefor > Aniso) Didn't bother with D3D in 32 bit since it's so much slower thanOGL. > Looks like D3D really gets bogged down by AA, taking a huge hit when youtry
Quoted text (33 lines)> 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 Henrie" <[email hidden]> wrote in message news:[email hidden]... > 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.
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 "Joe M." <[email hidden]> wrote in message news:[email hidden]...
Quoted text (14 lines)> "Dave Henrie" <[email hidden]> wrote in message > news:[email hidden]... > > 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. > >
"Steve Blankenship" <[email hidden]> wrote in news:[email hidden]:
Quoted text (24 lines)> 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 > > "Joe M." <[email hidden]> wrote in message > news:[email hidden]... >> "Dave Henrie" <[email hidden]> wrote in message >> news:[email hidden]... >> > 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
And how important is this number to determining fps in the game itself? Thanks, Marc "Steve Blankenship" <[email hidden]> wrote in message news:[email hidden]... > "Morris Jones" <[email hidden]> wrote in message > news:[email hidden]... > > 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, Ihave > > 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 justas > > good. > > Something's amiss with your setup; my XP1800/Ti4400(@310/620) has a D3Dpoly > 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 withthe > 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/fin > cockpit 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 arefor > Aniso) Didn't bother with D3D in 32 bit since it's so much slower thanOGL. > Looks like D3D really gets bogged down by AA, taking a huge hit when youtry
Quoted text (33 lines)> 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 > > >
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. "Marc Collins" <[email hidden]> wrote in message news:Vmm1a.6772$[email hidden]...
Quoted text (11 lines)> And how important is this number to determining fps in the game itself? > > Thanks, > > Marc > > "Steve Blankenship" <[email hidden]> wrote in message > news:[email hidden]... > > "Morris Jones" <[email hidden]> wrote in message > > news:[email hidden]... > > > 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. 1600x1200x32on > > > 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 looksjust > as > > > good. > > > > Something's amiss with your setup; my XP1800/Ti4400(@310/620) has a D3D > poly > > rate of 580 (OGL is 716). For reference, here are some benchmarks Itook
Quoted text (51 lines)> > 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 > > cockpit 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 > > > > > > > >
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 "Marc Collins" <[email hidden]> wrote in message news:Vmm1a.6772$[email hidden]... > And how important is this number to determining fps in the gameitself?
Ok, I'll bite. Where is this "Poly Rate" measurement coming from? Larry "Steve Blankenship" <[email hidden]> wrote in message news:[email hidden]... > No simple answer, but it probably gives you an idea of where you can dowith > resolution and color depth, relative to others' posted systems. I also > *think* that it, along with textureset size, determines how the gamechooses
Quoted text (11 lines)> which mipmap subimages to display as well. > > "Marc Collins" <[email hidden]> wrote in message > news:Vmm1a.6772$[email hidden]... > > And how important is this number to determining fps in the game itself? > > > > Thanks, > > > > Marc > > > > "Steve Blankenship" <[email hidden]> wrote in
message
Quoted text (8 lines)> > news:[email hidden]... > > > "Morris Jones" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > 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
Quoted text (8 lines)> 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. > > > > > > Something's amiss with your setup; my XP1800/Ti4400(@310/620) has a
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 anywith > > the > > > full game yet, but it appears similar). They were done using Fraps ina > > > solo test session at Michigan, going from the pit lane around to thes/f
Quoted text (7 lines)> > in > > > cockpit 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 whenyou
Quoted text (38 lines)> > 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 > > > > > > > > > > > > > > >
"Larry" <[email hidden]> wrote in news:L8S1a.21887$[email hidden]: > Ok, I'll bite. > > Where is this "Poly Rate" measurement coming from? > > Larry In the main n2k3 folder, depending if you have calibrated for ogl and d3d there will be an ini file for each. dave henrie
Ah, ok. I know what you're talking about now... I'll see what mine are and post, if it really matters. Larry "Dave Henrie" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (13 lines)> "Larry" <[email hidden]> wrote in > news:L8S1a.21887$[email hidden]: > > > Ok, I'll bite. > > > > Where is this "Poly Rate" measurement coming from? > > > > Larry > 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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