| 6 Quad | ||||||||
| Bilinear | Trilinear | 2xAF | 4xAF | 8xAF | 16xAF | 4xAA Bilinear | 4xAA 16xAF | |
| Min | 47 | 45 | 44 | 43 | 44 | 45 | 40 | 38 |
| Avg | 119.65 | 109.32 | 112.45 | 106.85 | 103.14 | 103.9 | 72.27 | 61.84 |
| Max | 380 | 238 | 381 | 399 | 306 | 318 | 249 | 137 |
| 5 Quad | ||||||||
| Bilinear | Trilinear | 2xAF | 4xAF | 8xAF | 16xAF | 4xAA Bilinear | 4xAA 16xAF | |
| Min | 48 | 46 | 44 | 46 | 46 | 44 | 38 | 36 |
| Avg | 112.13 | 107.92 | 100.82 | 97.75 | 99.64 | 98.07 | 69.22 | 61.94 |
| Max | 372 | 350 | 215 | 203 | 354 | 272 | 199 | 217 |
| 4 Quad | ||||||||
| Bilinear | Trilinear | 2xAF | 4xAF | 8xAF | 16xAF | 4xAA Bilinear | 4xAA 16xAF | |
| Min | 46 | 43 | 46 | 44 | 43 | 42 | 34 | 31 |
| Avg | 103.03 | 99.23 | 97.25 | 91.29 | 89.6 | 89.23 | 65.7 | 58.66 |
| Max | 374 | 386 | 356 | 335 | 27 | 299 | 249 | 223 |
With the maximum fps out of the way, we can finally see just how much frames are lost to AA - around 40 fps, regardless of the number of quads. With 6 quads, we still have some elbow room with pure AA, but that's also gone as soon as we enable 16x AF. F.E.A.R does behave differently compared to Quake 4. It looks like we do gain frame rates with each quad in both AA and AF, not just AF. Let's see the differences per quad just to be sure.
| Bilinear | Trilinear | 2xAF | 4xAF | 8xAF | 16xAF | 4xAA Bilinear | 4xAA 16xAF | |
| 5 to 6 Quad | ||||||||
| Min | -2.08% | -2.17% | 0.00% | -6.52% | -4.35% | 2.27% | 5.26% | 5.56% |
| Avg |
6.70% | 1.29% | 11.53% | 9.31% | 3.51% | 5.95% | 4.40% | -0.15% |
| Max |
2.15% | -32.00% | 77.21% | 96.55% | -13.56% | 16.91% | 25.13% | -36.87% |
| 4 to 5 Quad | ||||||||
| Min | 4.35% | 6.98% | -4.35% | 4.55% | 6.98% | 4.76% | 11.76% | 16.13% |
| Avg |
8.84% | 8.76% | 3.68% | 7.08% | 11.21% | 9.91% | 5.36% | 5.60% |
| Max |
-0.53% | -9.33% | -39.61% | -39.40% | 1211.11% | -9.03% | -20.08% | -2.69% |
| Per Quad (Average) | ||||||||
| Min | 1.13% | 2.40% | -2.17% | -0.99% | 1.31% | 3.52% | 8.51% | 10.84% |
| Avg |
7.77% | 5.03% | 7.60% | 8.19% | 7.36% | 7.93% | 4.88% | 2.72% |
| Max |
0.81% | -20.66% | 18.80% | 28.57% | 598.78% | 3.94% | 2.52% | -19.78% |
Well, by looking at this table we can say that just like Quake 4, the GeForce 7 gain the most in F.E.A.R by moving from 4 to 5 quads. However, we can also see that unlike Quake 3, F.E.A.R does gain more frames with pure AA than AF. In fact, we gain almost nothing in AF by moving from 5 to 6 quads. The results with various filtering settings are quite interesting. We mentioned earlier that enabling anisotropy 2x AF and 4x AF is different to bilinear and trilinear. Here we can see we actually gain more with 6 quads than 5 under those settings. But in the more used mode such as bilinear, trilinear, 8x AF and 16x AF, we gain less with 6 quads. Let's move on to the next table.
| 6 Quad | ||||
| AA (with Bilinear) | AA (with 16x AF) | 16x AF (with Bilinear) | 16x AF (with AA) | |
| Difference (Min) | 14.89% | 15.56% | 4.26% | 0.66% |
| Difference (Avg) | 39.60% | 40.48% | 13.16% | 0.88% |
| Difference (Max) | 34.47% | 56.92% | 16.32% | 22.44% |
| 5 Quad | ||||
| AA (with Bilinear) | AA (with 16x AF) | 16x AF (with Bilinear) | 16x AF (with AA) | |
| Difference (Min) | 20.83% | 18.18% | 8.33% | -2.65% |
| Difference (Avg) | 38.27% | 36.84% | 12.54% | -1.43% |
| Difference (Max) | 46.51% | 20.22% | 26.88% | -26.28% |
| 4 Quad | ||||
| AA (with Bilinear) | AA (with 16x AF) | 16x AF (with Bilinear) | 16x AF (with AA) | |
| Difference (Min) | 26.09% | 26.19% | 8.70% | 0.10% |
| Difference (Avg) | 36.23% | 34.26% | 13.39% | -1.96% |
| Difference (Max) | 33.42% | 25.42% | 20.05% | -8.00% |
Well, this is more like it. We can see that performance penalty with AA is pretty high and still pretty much the same, regardless of the number of quads. If there were differences, it's around 5 percent and not really noticeable in gameplay. This is true for both pure AA and AA with AF. In any case, these differences could be caused by normal variations between runs. In additon, we can also see AF penalty is pretty much the same regardless of the number of quads and not noticeable at all (between 1 -2 percent). .
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