The most interesting thing from this benchmark is the minimum fps. With each successive run, we have a higher minimum fps. While minimum frame rates stays pretty much unplayable even with CAS Latency 1 and Command Rate 1T, we can see this setting 'cope' better with stuttering issues. Even so, stuttering is still present, and actually expected since the memory footprints slightly passes the 512 MB mark (around 600 MB), so the stuttering we see here might be gone if we were to have more memory. But we'll have test it again to be sure. Let's move on.
With just 1 fps separating the results, it's obvious this game is system limited and no amount of memory tweaking will provide us with higher frame rates. We simply have to use a faster processor. Variations between runs are minimal, but since we're only going round and round a race track, that's to be expected. All the game's data can still fit comfortably in a 512 MB system.
Richard Burns Rally - Harwood Forest, 1024 x 768
CL 3 2T
CL 3 1T
CL 2 1T
Unlike the two other racing simulation, Richard Burns Rally uses a rally stage instead of a race track. Even so, most of the game's data can still fit into a 512 MB system, so no need to fetch data from the hard disk. Looks like there's enough data being pushed that it shows a difference with lower timing and Command Rate. The most gain is seen with CAS Latency 3 and Command Rate 1T, although using CAS Latency 2 and Command Rate 1T does provide us with a very small increase (1 fps), which is not really significant and can still can come from normal variances between runs.
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