{"id":6374,"date":"2009-05-10T08:31:00","date_gmt":"2009-05-10T08:31:00","guid":{"rendered":"http:\/\/alienbabeltech.com\/main\/?p=6374"},"modified":"2009-05-21T13:42:41","modified_gmt":"2009-05-21T13:42:41","slug":"gtx285-vs-gtx260-vs-4850-performance-test","status":"publish","type":"post","link":"http:\/\/alienbabeltech.com\/main\/gtx285-vs-gtx260-vs-4850-performance-test\/","title":{"rendered":"GTX285 vs GTX260+ vs 4850 Performance Test"},"content":{"rendered":"<p><!--pagetitle:Introduction--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Introduction<\/span><\/strong><\/span><\/p>\n<p>I picked up a GTX285 as an upgrade for my GTX260+ (<a href=\"http:\/\/alienbabeltech.com\/main\/?p=1261\" target=\"_blank\">reviewed here<\/a>), so it\u2019s time to put up some new benchmarks. As you may know, the GTX285 is nVidia\u2019s 55nm variant of the original 65nm GT200 chip (my GTX260+ is 65nm too), along with higher clock speeds. It also has more shader units, texture units and ROPs than the GTX260+, along with a wider memory bus and 1 GB memory.<\/p>\n<p>This article\u2019s main focus will be the performance comparison between the GTX285 and the GTX260+, but the 4850 will be included whenever possible as a reference point. As such there will be a lot of combined mode anti-aliasing tests (the xS modes, which offer full screen super-sampling). These modes are not benchmarked in regular review circles, yet high-end parts really shine when using them. Note that these modes are exclusive to nVidia hardware, so it\u2019s not possible to run them on the 4850 for a comparison.<\/p>\n<p>For more information about the xS modes and how the vendors compare in terms of image quality, please see my <a href=\"http:\/\/alienbabeltech.com\/main\/?p=3188\" target=\"_blank\">image quality comparison article<\/a>.<\/p>\n<p>I\u2019ve tested over 40 different games, some repeatedly across all three cards, so there\u2019s bound to be something for everyone here. In many cases the settings I used are actual settings that I use when gaming. If you\u2019re a fan of legacy gaming with super sampling AA, you\u2019ll find the results particularly interesting.<\/p>\n<p>Due to nVidia\u2019s TrAA implementation being quite different to ATi\u2019s AAA at times, I have <span style=\"color: #99ccff;\">not<\/span> used TrAA\/AAA in any tests where the 4850 is used. However when comparing the two nVidia cards with xS modes, I\u2019ve used TrAA as indicated.<\/p>\n<p>In the text charts, the <span style=\"color: #99ccff;\">% change<\/span> column represents the percentage change of the 285 from the 260+, and it\u2019s always highlighted <span style=\"color: #ccffcc;\">green<\/span> because the 285 is always faster.<\/p>\n<p><span style=\"color: #99ccff;\"><em>Addendum: the video cards used in this review were selected because they were available to me from past upgrades that I paid for with my own money. By including a 4850, I am in NO WAY attempting to imply it\u2019s in the same price or performance class as the GTX260+ or the GTX285. The 4850 has only been included as a matter of interest.<\/em><\/span><\/p>\n<p><!--nextpage--><!--pagetitle:Setup--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Hardware<\/span><\/strong><\/span><\/p>\n<ul>\n<li>Intel Core 2 Duo E6850 (reference 3 GHz clock). <\/li>\n<li>nVidia GeForce GTX285 (1 GB, nVidia reference clocks).<\/li>\n<li>nVidia GeForce GTX260+ (896 MB, nVidia reference clocks).<\/li>\n<li>ATi Radeon 4850 (512 MB, ATi reference clocks).<\/li>\n<li>4 GB DDR2-800 RAM (4\u00d71 GB, dual-channel). <\/li>\n<li>Gigabyte GA-G33M-DS2R (Intel G33 chipset, F7 BIOS). <\/li>\n<li>Creative X-Fi XtremeMusic.<\/li>\n<li>19\u201d Sony CPD-G420 CRT (maximum resolution 1920&#215;1440).<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Software<\/span><\/strong><\/span>\n<\/p>\n<ul>\n<li>Windows XP 32 bit SP3<\/li>\n<li>nVidia driver 182.50, high quality filtering, all optimizations off, LOD clamp enabled. <\/li>\n<li>ATi Catalyst 9.4, high quality mip-map setting.<\/li>\n<li>DirectX March 2009. <\/li>\n<li>All games patched to their latest versions. <\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Settings<\/span><\/strong><\/span><\/p>\n<ul>\n<li>16xAF forced in the driver, vsync forced off in the driver. <\/li>\n<li>AA forced either through the driver or enabled in-game, whichever works better. <\/li>\n<li>Since I\u2019m on XP, all DX10 titles were run under DX9 render paths. <\/li>\n<li>Highest quality sound (stereo) used in all games. <\/li>\n<li>All results show an average framerate.<\/li>\n<\/ul>\n<p><!--nextpage--><!--pagetitle:Direct3D (0xAA & 2xAA)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Direct3D (0xAA &amp; 2xAA)<\/span><\/strong><\/span><\/p>\n<p>The first set of benchmarks covers the most demanding games I own, and thus all of them are run at either 2xAA or 0xAA to keep performance up. Also most of them use a middling resolution of 1600&#215;1200.<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6376\" title=\"chart-d3d-0x-2x\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-0x-2x.png?resize=311%2C290\" alt=\"chart-d3d-0x-2x\" title=\"chart-d3d-0x-2x\" srcset=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-0x-2x.png?resize=311%2C290 311w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-0x-2x-300x279.png 300w\" sizes=\"auto, (max-width: 311px) 100vw, 311px\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6384\" title=\"graph-d3d-0x-2x\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-0x-2x.png?resize=662%2C694\" alt=\"graph-d3d-0x-2x\" title=\"graph-d3d-0x-2x\" srcset=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-0x-2x.png?resize=662%2C694 662w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-0x-2x-286x300.png 286w\" sizes=\"auto, (max-width: 662px) 100vw, 662px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  We\u2019re off to a good start with the 285 offering an average performance gain of <span style=\"color: #99ccff;\">22.59%<\/span> over the 260+ in these demanding titles, and it would be higher were it not for <em>Far Cry 2<\/em> bringing it down. In particular there\u2019s a large <span style=\"color: #99ccff;\">32.30%<\/span> performance gain in <em>Stalker Shadow of Chernobyl<\/em> when using 2xAA, which is exactly the setting I use when playing the game. Note that ATi hasn\u2019t implemented driver AA in the <em>Stalker<\/em> titles, so the 4850 fails those tests.\n<\/p>\n<p>\n  <em>Stalker Clear Sky<\/em> is the most demanding title I have and even when using substantially reduced DX9 details, the 4850 simply collapses under the strain, even with no AA. It\u2019s also worth mentioning that in both <em>Stalker<\/em> titles, the 285 is around twice the speed of the 4850. This gives you an idea of how crushing the X-Ray engine is on GPUs, even at a middling resolution of 1600&#215;1200. On a related note, I can confirm the camouflage netting is missing on the 4850 when using the game\u2019s full dynamic lighting (DX9) path, a problem that was reported when the 4770 launched.\n<\/p>\n<p>\n  All other titles also receive solid performance gains over the 260+ except for <em>Far Cry 2<\/em>, which unfortunately appears to be CPU limited with my particular test. In the future I plan to use a different benchmark for this title.\n<\/p>\n<p><!--nextpage--><!--pagetitle:Direct3D (4xAA)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Direct3D (4xAA)<\/span><\/strong><\/span><\/p>\n<p>The next Direct3D titles are slightly less demanding and thus can be run with 4xAA, though not all of them run fast enough to use my top resolution of 1920&#215;1440.<\/p>\n<p>The resolutions used aren\u2019t random; they\u2019re the actual resolutions I used in the respective games when gaming on the GTX260+. Like any other gamer, I configure my games with the best possible balance of image quality and performance.<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6377\" title=\"chart-d3d-4x\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-4x.png?resize=270%2C258\" alt=\"chart-d3d-4x\" title=\"chart-d3d-4x\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6385\" title=\"graph-d3d-4x\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-4x.png?resize=627%2C596\" alt=\"graph-d3d-4x\" title=\"graph-d3d-4x\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-4x.png?resize=627%2C596 627w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-4x-300x285.png 300w\" sizes=\"auto, (max-width: 627px) 100vw, 627px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  Again the 285 delivers a solid overall performance gain of <span style=\"color: #99ccff;\">23.42%<\/span> over the 260+. In particular it seems to relish <em>Bioshock<\/em> where it\u2019s almost 30% faster. There\u2019s also an issue with <em>Bioshock<\/em> on the 4850; the 260+\u2019s score is three times higher, so either 4850 is running out of VRAM, or there\u2019s a driver problem.\n<\/p>\n<p>\n  Interestingly the 4850 does exceptionally well in <em>Fear 2<\/em>, where it\u2019s almost as fast as the 260+. It does even better in <em>Unreal Tournament 3<\/em> as it substantially outruns the 260+.\n<\/p>\n<p>\n  All other games receive solid performance gains from the 285, except for <em>Call of Duty 5<\/em> (World at War) which shows much less benefit. I don\u2019t believe my benchmark is CPU limited because raising the AA and\/or resolution exhibits the expected performance hit.\n<\/p>\n<p><!--nextpage--><!--pagetitle:Direct3D (8xAA)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Direct3D (8xAA)<\/span><\/strong><\/span><\/p>\n<p>\n  These slightly older games generally have plenty of performance with 4xAA, so it makes sense to benchmark them with 8xAA. Also since <em>Bioshock<\/em> and <em>Fear 2<\/em> managed my top resolution of 1920&#215;1440 with 4xAA on the previous page, I thought it\u2019d be interesting to retest them with 8xAA.\n<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6378\" title=\"chart-d3d-8x\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-8x.png?resize=359%2C291\" alt=\"chart-d3d-8x\" title=\"chart-d3d-8x\" srcset=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-8x.png?resize=359%2C291 359w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-8x-300x243.png 300w\" sizes=\"auto, (max-width: 359px) 100vw, 359px\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6506\" title=\"graph-d3d-8x1\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-8x.png?resize=628%2C660\" alt=\"graph-d3d-8x1\" title=\"graph-d3d-8x1\" srcset=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-8x.png?resize=628%2C660 628w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-8x-285x300.png 285w\" sizes=\"auto, (max-width: 628px) 100vw, 628px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  We\u2019re seeing pretty consistent performance gains on average from the 285 over the 260+, and the trend continues in this batch of games, demonstrating a solid <span style=\"color: #99ccff;\">23.45%<\/span> performance gain. Again the 285 loves <em>Bioshock<\/em>, and <em>Serious Sam 2<\/em> too, where it shows the largest performance gains over the 260+.\n<\/p>\n<p>\n  The 4850\u2019s woes continue in <em>Bioshock<\/em>, where the starting framerate was a constant 5 FPS after entering the game. I never bothered running the benchmark because no matter what the exact score would\u2019ve been, such a slideshow is a total waste of time. The 260+ and 285 could still be playable in that title with 8xAA depending on your tastes.\n<\/p>\n<p>\n  On the flip-side, the 4850 outruns the 260+ in <em>Fear 2<\/em> and comes reasonably close in <em>Serious Sam 2<\/em>. The 4850 is a class below the 260+, so this is fantastic performance. It\u2019s also interesting to note that the 4850 runs <em>Fear 2<\/em> faster than the original <em>Fear<\/em> .\n<\/p>\n<p><!--nextpage--><!--pagetitle:Direct3D (8xS)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Direct3D (8xS)<\/span><\/strong><\/span><\/p>\n<p>Now it\u2019s time for some benchmarks using full scene super sampling, and I\u2019ll start with nVidia\u2019s 8xS combined AA mode. We say goodbye to the Radeon for now, but it\u2019ll be back for the OpenGL tests.<\/p>\n<p>\n  Since some titles from the previous page have good performance even with 8xMSAA, they might be fast enough with 8xS depending on your tastes, so I\u2019ve retested all of them. I\u2019ve also enabled nVidia\u2019s transparency anti-aliasing as indicated (<span style=\"color: #99ccff;\">MS<\/span> = multisampling, <span style=\"color: #99ccff;\">SS<\/span> = super-sampling).\n<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6379\" title=\"chart-d3d-8xs\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-8xs.png?resize=314%2C290\" alt=\"chart-d3d-8xs\" title=\"chart-d3d-8xs\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-8xs.png?resize=314%2C290 314w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-8xs-300x277.png 300w\" sizes=\"auto, (max-width: 314px) 100vw, 314px\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6387\" title=\"graph-d3d-8xs\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-8xs.png?resize=630%2C541\" alt=\"graph-d3d-8xs\" title=\"graph-d3d-8xs\" srcset=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-8xs.png?resize=630%2C541 630w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-8xs-300x257.png 300w\" sizes=\"auto, (max-width: 630px) 100vw, 630px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  It\u2019s fascinating to observe that thus-far the average performance advantage of the 285 over the 260+ has been below 24%, but it\u2019s <span style=\"color: #99ccff;\">26.76%<\/span> in these tests. This is the point I made earlier when I stated modern cards shine with these AA modes. Super-sampling strains <span style=\"color: #99ccff;\">everything<\/span> on the GPU \u2013 memory, shaders and fillrate \u2013 so it ekes out everything the GPU has to offer.\n<\/p>\n<p>\n  <em>Far Cry<\/em> and <em>Pacific Assault<\/em> simply fly on the 285 at 8xS, even when using TrAA with copious amounts of vegetation content, and image quality is impeccable.\n<\/p>\n<p>\n  And look at the original <em>Fear<\/em>: it gains almost 30% extra performance and averages <span style=\"color: #99ccff;\">62<\/span> FPS at 1920&#215;1440 with 8xS and 16xAF. That kind of performance on a single GPU could only be dreamed of two years ago. I still remember my 7900 GTX and 8800 GTS (640 MB) absolutely crawling when shadows were set to high, at far lower resolutions and AA levels, no less. I cannot wait to replay this game on the 285.\n<\/p>\n<p><!--nextpage--><!--pagetitle:Direct3D (16xS)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Direct3D (16xS)<\/span><\/strong><\/span><\/p>\n<p>\n  Next we move to 16xS, and these classic Direct3D titles generally attain plenty of performance even with such a demanding anti-aliasing mode. All of the tests also used transparency super-sampling except for <em>Descent 3<\/em>, which used multi-sampling due to super-sampling having an adverse performance issue with its engine.\n<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6380\" title=\"chart-d3d-16xs\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-16xs.png?resize=319%2C221\" alt=\"chart-d3d-16xs\" title=\"chart-d3d-16xs\" srcset=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-16xs.png?resize=319%2C221 319w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-d3d-16xs-300x207.png 300w\" sizes=\"auto, (max-width: 319px) 100vw, 319px\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6507\" title=\"graph-d3d-16xs1\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-16xs.png?resize=632%2C404\" alt=\"graph-d3d-16xs1\" title=\"graph-d3d-16xs1\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-16xs.png?resize=632%2C404 632w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-d3d-16xs-300x191.png 300w\" sizes=\"auto, (max-width: 632px) 100vw, 632px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  We go back to an average performance gain of <span style=\"color: #99ccff;\">22.94%<\/span>, similar to that observed in tests prior to 8xS, but <em>Half-Life 2<\/em> runs over 30% faster on the 285.\n<\/p>\n<p>\n  <em>Descent 3<\/em> and <em>Painkiller<\/em> are probably CPU limited to some extent, but it\u2019s worth noting that <em>Descent 3<\/em> is a ten year old game and is still showing a performance benefit from a video card released ten years later, courtesy of 16xS. There\u2019s really no doubt that full scene super-sampling adds value to old games, and to the investment of new graphics hardware.\n<\/p>\n<p><!--nextpage--><!--pagetitle:OpenGL (4xAA & 8xAA)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">OpenGL (4xAA &amp; 8xAA)<\/span><\/strong><\/span><\/p>\n<p>I\u2019m done with Direct3D, so it\u2019s time to move to OpenGL and bring the Radeon back into the equation.<\/p>\n<p>\n  All titles were tested at 8xAA but since <em>Quake Wars<\/em> isn\u2019t really playable with 8xAA at my top resolution, I\u2019ve also included 4xAA scores to make it more relevant.\n<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6445\" title=\"chart-ogl-4x-8x\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-4x-8x.png?resize=321%2C271\" alt=\"chart-ogl-4x-8x\" title=\"chart-ogl-4x-8x\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-4x-8x.png?resize=321%2C271 321w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-4x-8x-300x253.png 300w\" sizes=\"auto, (max-width: 321px) 100vw, 321px\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6444\" title=\"graph-ogl-4x-8x\" src=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-4x-8x.png?resize=628%2C633\" alt=\"graph-ogl-4x-8x\" title=\"graph-ogl-4x-8x\" srcset=\"http:\/\/i0.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-4x-8x.png?resize=628%2C633 628w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-4x-8x-150x150.png 150w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-4x-8x-297x300.png 297w\" sizes=\"auto, (max-width: 628px) 100vw, 628px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  These OpenGL games love the 285 when using 8xAA (especially <em>Doom 3<\/em>), and we see an average performance gain of <span style=\"color: #99ccff;\">27.35%<\/span> over the 260+, even higher than the 8xS Direct3D tests.\n<\/p>\n<p>\n  What\u2019s also interesting is that the 4850 substantially outruns the 260+ in <em>Doom 3<\/em>, <em>Prey<\/em> and <em>Quake 4<\/em>, and is basically tied in <em>Quake Wars<\/em> (8xAA) and <em>Riddick<\/em>. Even more amazing is the 4850 offering around <span style=\"color: #99ccff;\">98%<\/span> the performance of the 285 in <em>Quake 4<\/em>!\n<\/p>\n<p>Remember, the 4850 is a performance class below the 260+ and two classes below the 285, so nVidia\u2019s overall 8xMSAA performance in these titles is simply abysmal, despite the 285\u2019s excellent performance gains over the 260+. The 4850 is a little single-slot 512 MB card with around half the bandwidth (and memory size) of the two nVidia monsters.<\/p>\n<p><!--nextpage--><!--pagetitle:OpenGL (8xS)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">OpenGL (8xS)<\/span><\/strong><\/span><\/p>\n<p>\n  We say goodbye to the 4850 for good in this review, and retest the games from the previous page with the more demanding 8xS AA mode. All except <em>Quake Wars<\/em> that is, which is unplayable even with 8xMSAA at my top resolution.\n<\/p>\n<p>\n  I\u2019ve added a new game to the set. It\u2019s the original <em>Quake<\/em> but running a source port with enhanced graphics and high resolution textures. This makes it significantly more demanding than the original <em>GLQuake<\/em>.\n<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6382\" title=\"chart-ogl-8xs\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-8xs.png?resize=307%2C222\" alt=\"chart-ogl-8xs\" title=\"chart-ogl-8xs\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-8xs.png?resize=307%2C222 307w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-8xs-300x216.png 300w\" sizes=\"auto, (max-width: 307px) 100vw, 307px\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6508\" title=\"graph-ogl-8xs1\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-8xs.png?resize=630%2C407\" alt=\"graph-ogl-8xs1\" title=\"graph-ogl-8xs1\" srcset=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-8xs.png?resize=630%2C407 630w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-8xs-300x193.png 300w\" sizes=\"auto, (max-width: 630px) 100vw, 630px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  With these tests, the average performance gain of <span style=\"color: #99ccff;\">30.11%<\/span> breaks the 30% barrier for the first time. I\u2019m telling you, these high-end cards are pure gold when it comes to super-sampling performance.\n<\/p>\n<p>\n  And just look at <em>Doom 3<\/em>! One of my favorite games of all time is scoring <span style=\"color: #99ccff;\">82.40<\/span> FPS average at 1920&#215;1440 with 16xAF and 8xS. I first played that game on a Radeon 9700 Pro at 1024&#215;768 with no AA and shadows disabled, and it still crawled in places. Now it\u2019s like playing an interactive pre-rendered movie, and it\u2019s as smooth as glass. Hooray for progress. \ud83d\ude42\n<\/p>\n<p><!--nextpage--><!--pagetitle:OpenGL (16xS)--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">OpenGL (16xS)<\/span><\/strong><\/span><\/p>\n<p>\n  And now for the grand finale: fourteen classic OpenGL games. These gems absolutely fly at 16xS when using my top resolution of 1920&#215;1440. That includes <em>Quake 2<\/em>, a source port like <em>Quake<\/em> featuring enhanced graphics and high resolution textures, though it\u2019s nowhere near as demanding as the former.\n<\/p>\n<p>Incidentally, ten out of the fourteen games use Carmack\u2019s engines.<\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6383\" title=\"chart-ogl-16xs\" src=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-16xs.png?resize=317%2C527\" alt=\"chart-ogl-16xs\" title=\"chart-ogl-16xs\" srcset=\"http:\/\/i2.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-16xs.png?resize=317%2C527 317w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/chart-ogl-16xs-180x300.png 180w\" sizes=\"auto, (max-width: 317px) 100vw, 317px\" data-recalc-dims=\"1\" \/><\/p>\n<p style=\"TEXT-ALIGN: center\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6391\" title=\"graph-ogl-16xs\" src=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-16xs.png?resize=630%2C864\" alt=\"graph-ogl-16xs\" title=\"graph-ogl-16xs\" srcset=\"http:\/\/i1.wp.com\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-16xs.png?resize=630%2C864 630w, http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/graph-ogl-16xs-218x300.png 218w\" sizes=\"auto, (max-width: 630px) 100vw, 630px\" data-recalc-dims=\"1\" \/><\/p>\n<p>\n  Records are broken yet again, with the 285 racking up a <span style=\"color: #99ccff;\">30.77%<\/span> performance advantage overall, the highest of any benchmark set shown today. There\u2019s no denying that these classic titles have benefitted the most in terms of performance percentage, and a substantial chunk of them are showing gains in the mid to late thirties. In fact the biggest performance gain from any game today (<span style=\"color: #99ccff;\">38.11%<\/span>) comes from the original <em>Soldier of Fortune<\/em>, a game released in 2000 using a modified <em>Quake 2<\/em> engine.\n<\/p>\n<p>Who said old games can\u2019t be used to test new hardware?<\/p>\n<p><!--nextpage--><!--pagetitle:Drivers--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Drivers<\/span><\/strong><\/span><\/p>\n<p>\n  I\u2019ve railed against nVidia\u2019s drivers since November 2006 when the G80 series launched with a plethora of issues, but it\u2019s time to give credit where credit is due. In the six months I used my GTX260+ and subjected it to heavy gaming sessions with a range of titles, I found the drivers to be excellent. You\u2019ve seen over 40 games tested today (some ten years old, like <em>Descent 3<\/em>) and aside from some performance issues with 8xMSAA, all of them ran and performed perfectly.\n<\/p>\n<p>I have a library of around 90 games under active play rotation, including a significant amount of legacy titles that I enjoy replaying regularly. At this time I can count the number of issues I have on one hand, and since the GTX285 is basically a faster GTX260+, I can look forward to more of this gaming goodness. This is the way games are meant to be played.<\/p>\n<p>I\u2019ve also noticed that nVidia seems to be releasing official drivers more frequently than 1-2 years ago where it was the norm for 3-6 months to go by between official releases. This is very important because it shows the vendor supports their product, which in turn inspires confidence from the consumer.<\/p>\n<p>The last remaining major driver hurdles are the poor 8xMSAA performance in OpenGL, and the lack of TrAA in OpenGL. ATi has the advantage in these areas, but I believe they can be addressed by nVidia at the driver level.<\/p>\n<p><!--nextpage--><!--pagetitle:Conclusion--><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Pros<\/span><\/strong><\/span><\/p>\n<ul>\n<li>Fastest single GPU available.<\/li>\n<li>Over 30% faster than a GTX260+ in many situations.<\/li>\n<li>Best anisotropic filtering in consumer space.<\/li>\n<li>Flexible profile system allows the user to force their preferred settings into games.<\/li>\n<li>A wide range of AA modes, including full screen super-sampling.<\/li>\n<li>Robust drivers that work well in a range of games and settings.<\/li>\n<li>Outstanding 3D image quality.<\/li>\n<li>1 GB video memory for taxing games.<\/li>\n<li>Excellent dual-slot cooler with great thermals, especially when idle.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Cons<\/span><\/strong><\/span><\/p>\n<ul>\n<li>Extremely poor performance with 8xMSAA in some games, especially OpenGL titles.<\/li>\n<li>TrAA doesn\u2019t function in OpenGL.<\/li>\n<\/ul>\n<p><strong><\/strong><\/p>\n<p><span style=\"color: #99ccff;\"><strong><span style=\"text-decoration: underline;\">Conclusion<\/span><\/strong><\/span><\/p>\n<p>I find the GTX285 to be a great upgrade over the GTX260+ because it\u2019s over 30% faster in many real-world gaming situations I use. And as a single GPU, it has none of the inherent disadvantages of multi GPU solutions.<\/p>\n<p>In a nutshell it offers everything the GTX260+ gave me, but it\u2019s faster, so it\u2019ll be a great asset for my gaming sessions.<\/p>\n<p><strong><\/strong><\/p>\n<blockquote>\n<p><span style=\"color: #99ccff;\">Please join us in our <a href=\"http:\/\/alienbabeltech.com\/abt\/index.php\" target=\"_blank\">Forums<\/a><\/span><\/p>\n<p><span style=\"color: #99ccff;\">Follow us on <a href=\"http:\/\/twitter.com\/alienbabeltech\" onclick=\"_gaq.push(['_trackEvent', 'outbound-article', 'http:\/\/twitter.com\/alienbabeltech', 'Twitter']);\" target=\"_blank\">Twitter<\/a><\/span><\/p>\n<p><span style=\"color: #99ccff;\">For the latest updates from ABT, please <a href=\"http:\/\/alienbabeltech.com\/main\/?feed=rss2\" target=\"_blank\">join our RSS News Feed<\/a><\/span><\/p>\n<\/blockquote>\n","protected":false},"excerpt":{"rendered":"<p><a href=\"http:\/\/alienbabeltech.com\/main\/?p=6374\"><img decoding=\"async\" align=top title=\"Author: BFG10K\" src=\"http:\/\/alienbabeltech.com\/main\/wp-content\/uploads\/2009\/05\/article-image.png\" alt=\"\"><\/a><\/p>\n","protected":false},"author":5,"featured_media":6570,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7814,7],"tags":[647,281,1013,237,648,73,122,496,900,69,121,238],"class_list":["post-6374","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-articles","category-technology","tag-647","tag-281","tag-1013","tag-237","tag-648","tag-ati","tag-geforce","tag-gtx-260","tag-gtx285","tag-hd4850","tag-nvidia","tag-radeon"],"_links":{"self":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/6374","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/comments?post=6374"}],"version-history":[{"count":0,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/posts\/6374\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media\/6570"}],"wp:attachment":[{"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/media?parent=6374"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/categories?post=6374"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/alienbabeltech.com\/main\/wp-json\/wp\/v2\/tags?post=6374"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}