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ATi & nVidia in driver "optimizations" race
July 26, 2003 / by Leonidas / page 2 of 9
nVidia Optimizations (cont.)
Because of that we can go on without image quality comparision in 3DMark, since only the performance discrepancy is sufficient here as proof for an unallowed optimization. In fact this does not include Unreal Tournament 2003: In a real game these application specific optimizations are legal and welcome, if they boost the performance without loss of image quality! Such optimizations are unallowed if the result is a loss of image quality.
To find out the reasons for the higher performance of the original driver compared to the unoptimized (modified) drivers in Unreal Tournament 2003, we had to dig a little deeper. At first we had to find out if this performance difference appears only in special flybys, botmatches or timedemos, or if they do in the whole game. To do so, we testet all the flybys, botmatches and timedemos available, at first without anisotropic filtering:
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nVidia 44.65 @ UT2003 |
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Pentium 4 Northwood 2.53 GHz - GeForceFX 5800 Ultra 128MB
1024x768x32 - without AF
original driver
modified driver with AntiCheat script |
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20% |
40% |
60% |
80% |
100% |
120% |
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... and the same with 8x anisotropic filtering:
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nVidia 44.65 @ UT2003 |
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Pentium 4 Northwood 2.53 GHz - GeForceFX 5800 Ultra 128MB
1024x768x32 - 8xAF
original driver
modified driver with AntiCheat script |
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20% |
40% |
60% |
80% |
100% |
120% |
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Out of these tests it can be concluded, that nVidia has - despite of one or another outlier - probably built a general optimization for Unreal Tournament 2003 and no optimization only for certain flybys or only for the anisotropic filter. Those who think they can counter-cheat out these optimizations by using so called "custom timedemos" are wrong. Despite the fact, that the used timedemos "Overkill" and "Cheat" are unknown by nVidia, they worked with the optimisations. So we conclude, that the optimisations work in the whole game.
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