Ubisoft sent us a new benchmarking version of the game Splinter Cell, which we have exclusive access to. Our version is still a beta, and the benchmark is still in development. It will be officially released in the next few weeks.



Splinter Cell is based on the new Unreal Engine and uses very complex shadow and light effects as well as pixel shader v1.1 effects. For the most part, the game is not CPU limited. The framerate is influenced by normal 3D calculations to 50%, while the other 50% are attributable to shadow calculations. Splinter Cell uses very complex projected shadows. On NVIDIA cards, buffered shadows can be selected as an option.
Summary
- ATi Strikes Again
- ATi Updates Entire 9x00 Product Line
- Radeon 9800, Continued
- Smart Shader 2.1
- Radeon 9600
- Radeon 9200
- Image Quality
- Anisotropic Filtering
- Anisotropic Filtering, Continued
- FSAA, Continued
- Test Setup
- Benchmarks
- Unreal Tournament 2003 - Antalus Botmatch
- Splinter Cell
- Splinter Cell, Continued
- Splinter Cell, Continued
- Aquanox
- Serious Sam: Second Encounter
- Serious Sam: Second Encounter, Continued
- 3DMark 2001 SE
- 3DMark 2001 Detail Tests
- 3DMark 2001 Detail Tests, Continued
- 3DMark 2001 Detail Tests, Continued
- 3DMark 2003
- 3DMark 2003 Detail Tests
- 3DMark 2003 Detail Tests, Continued
- Codecreatures
- Codecreatures, Continued
- Image Quality
- 8x Anisotropic Filtering
- 8x Anisotropic Filtering, Continued
- 4xFSAA + 8x Anisotropic Filtering
- 4xFSAA + 8x Anisotropic Filtering, Continued
- Conclusion