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Crossfire: ATI's Answer to SLI - Part 1

It's been a long time coming, but we finally decided to give in and test a Crossfire setup. For those of you out of the loop, Crossfire is ATI's take on the multi rendering solution, very much like NVIDIA's SLI. We were a little bit skeptical of multi rendering solutions in general, more so after looking at what SLI has to offer (you can read our article on SLI here and here). Add to the fact, reviews and previews of Crossfire first appearance in ATI's X800 series was quite disappointing to say the least.

Much have happen since that day. Today's Crossfire implementation can be considered 'version 2.0' of Crossfire. There are several obvious difference, one of which is the use of a new motherboard chipset (from the Radeon Xpress 200  to Radeon Xpress 3200). However, the most important factor, at least for mainstream parts (the Radeon X1600 series) is that you don't need a master card anymore. The first version of Crossfire require users to purchase a special master card in addition to an ordinary Radeon X800 / X850 series. So now users can pick any Radeon X1600 series card, pair them up in a Crossfire motherboard and enjoy what Crossfire has to offer. Also gone is the Crossfire cable / dongle. Now, all card to card communications are done through the PCI Express bus. To alleviate concerns of bus congestion, ATI have armed the new chipset with 2 full speed x16 PCI Express slots. With these changes, ATI has addressed much of the gripes of many reviewers and users concerning Crossfire.

However, for high end cards such as the Radeon X1800 / X1900 series, you still need a master card and the Crossfire cable / dongle (although you apparently don't need a master card for X1800GTO). The reasons for this is unclear.  So it looks like, users who want a dongleless high end Crossfire solution from ATI will likely have to wait for the next generation of graphics cards.

Since reviews and technological analysis of Crossfire are already abundant on the Internet, we won't go into the technical details of Crossfire. For a detailed analysis, you could read Beyond3D's preview here. We will just touch this subject very briefly.

Although it has undergo some changes, the heart of Crossfire is relatively unchanged. The basic premise is very much the same as NVIDIA's SLI - to split the rendering load (equally) across two cards. This is usually done by splitting the screen, with one card rendering one part and the other handling the second part. Keep in mind, when we're talking about the screen, we don't mean the area, rather the load. That's because the lower parts of the screen tend to have more objects than the upper part. Here Crossfire differs from SLI. In addition to scissor mode (splitting the screen into two parts by load) and alternate frame rendering (the two card alternatingly renders the screen), Crossfire supports another load balancing mode - supertiling. However, most of the performance gain should come from the use of alternate frame rendering mode.

For more quality oriented users, Crossfire offers Super AA - similar to SLI AA mode. Super AA also works much in the same way. Both cards will render the same frame with AA, but with slightly different sample patterns. ATI is quick to point out that due to the programmable sampling hardware present in their hardware, Super AA sample patterns are not just two similar sample pattern with slightly different placements.. Theoretically, ATI's Super AA 8x mode (each card using 4x AA) is different and have better image quality in terms of less aliasing than NVIDIA's SLI 8x AA. In addition to the obvious AA modes (Super AA 8x and 12x), there are two other modes that might be very interesting to look at - 10x and 14x. Super AA 10x is actually computed from samples taken from Super 8x AA sample pattern and 2 additional samples, but these 2 additonal samples are computed with super sampling. For the less technical savvy users, that means what it offers is pretty much similar to NVIDIA's 8xS (roughly). In you case you're wondering, Super AA 14x is Super AA 12x extended to account for 2 samples SSAA.

We'll be looking at what these Super AA modes has to offer in the second part of this article. For now, we will be focusing on performance. Just like our SLI article, we've decided to start from the low end of the spectrum - a pair of Radeon X1600XTs. Granted, most gamers out there considering Crossfire or SLI will likely use the much faster, high end cards such as Radeon X1900XT or GeForce 7900GTX. However, by choosing a less powerful graphics card(s), we can see what Crossfire has to offer in terms of performance but on a much less system limited setup. So, if Crossfire does work, performance can still go up without us hitting the limits of our processor. This way, we can focus this article on the performance aspects of Crossfire.

Performance

AA and AF settings are applied in game, whenever possible. We had to apply AA and AF from the driver panel for Call of Duty, Homeworld 2 and Richard Burns Rally. In Quake 4, we enable both AA and AF from the console, with the command 'r_multisample' set to 4 and 'image_anisotropy' set to 16. V sync was disabled both from inside the game and on the driver panel.

Call of Duty, Homeworld 2 and Richard Burns Rally was configured to the highest possible detail. F.E.A.R settings are pretty similar to our usual test settings (all settings set to maximum / on except for soft shadows), but for today's test we opted to set the volumetric lights to 'Off'. After all, we're only testing with two Radeon X1600XTs. Quake was set to 'High Quality' while Serious Sam II was tested with our usual standard settings (maximum settings but with custom resolution, anti aliasing and anisotropic filtering settings). The same also applies to Splinter Cell Chaos Theory - the game was benchmarked to use its shader model 3.0 and everything turned on, except for HDR which is only turned on for HDR performance tests.

We ran our usual tests under four different configurations - both in single and Crossfire mode and with and without Catalyst AI enabled (set to 'Standard'). We had to do this since Crossfire will work best when Catalyst AI is enabled. When enabled, Catalyst AI will apply the best Crossfire mode (alternate frame rendering) for a particular game if possible. If not, Crossfire fall back to its default rendering mode (either supertiling or scissor mode). However, Catalyst AI also perform other optimizations, so it's better to only compare results with the same setting (Catalyst AI enabled). Results with Catalyst AI disabled are included for information only.

We'd like to thank ASUS for supplying the ASUS A8R32-MVP Deluxe motherboard, Gigabyte for supplying the two Radeon X1600XT Silent Pipe II and Tagan for supplying the additional power supply for this article.

Our test setup
AMD Athlon 64 3500+ socket 939
2 x 1024 MB Kingston KVR 3-3-3 PC3200 DDR-SDRAM
ASUS A8R32-MVP Deluxe Radeon Xpress 3200 Crossfire motherboard
2 x Gigabyte Radeon X1600XT Silent Pipe II DDR3 256 MB graphics card (GV-RX16T256V-RH)
Maxtor DiamondMaxPlus9 80 GB Serial ATA 8 MB buffer
ASUS E-616 DVD-ROM
Tagan TG530-U15 530 watts ATX/BTX power supply

Windows XP Professional with Service Pack 2 installed
ATI Catalyst 6.5 reference driver
Realtek High Definition Audio 5.10.00.5202 driver.
DirectX 9.0c

Performance

The results:

The graphs are pretty self explanatory, but in case you can't see the text, they're arranged in groups of three colors: green for minimum fps, blue for average fps and red for maximum fps. The first group represent test results under default settings, and the second represent results with 4xAA and 16xAF enabled.  For HDR tests, the second groups represent results with HDR and 16x AF. These results are in frame rate per second.

Call of Duty - Dawnville, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
74
180.559
322
55 (4x AA 16x AF)
116.198 (4x AA 16x AF)
256 (4x AA 16x AF)
.
79
189.582
341
66 (4x AA 16x AF)
136.313 (4x AA 16x AF)
290 (4x AA 16x AF)
.
71
176.955
316
53 (4x AA 16x AF)
113.314 (4x AA 16x AF)
247 (4x AA 16x AF)
.
77
195.054
339
67 (4x AA 16x AF)
165.329 (4x AA 16x AF)
313 (4x AA 16x AF)
Call of Duty - Dawnville, 1280 x 1024
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
73
154.467
307
40 (4x AA 16x AF)
87.298 (4x AA 16x AF)
190 (4x AA 16x AF)
.
78
159.073
318
49 (4x AA 16x AF)
104.287 (4x AA 16x AF)
206 (4x AA 16x AF)
.
74
150.901
301
40 (4x AA 16x AF)
85.452 (4x AA 16x AF)
183 (4x AA 16x AF)
.
77
164.022
269
49 (4x AA 16x AF)
127.449 (4x AA 16x AF)
215 (4x AA 16x AF)
Call of Duty - Dawnville, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
65
127.523
240
28 (4x AA 16x AF)
50.709 (4x AA 16x AF)
84 (4x AA 16x AF)
.
71
135.845
248
34 (4x AA 16x AF)
57.28 (4x AA 16x AF)
87 (4x AA 16x AF)
.
65
124.193
231
28 (4x AA 16x AF)
49.803 (4x AA 16x AF)
82 (4x AA 16x AF)
.
71
134.921
193
35 (4x AA 16x AF)
79.543 (4x AA 16x AF)
112 (4x AA 16x AF)

We can see Crossfire is really paying dividends here, even if you're only using a pair of Radeon X1600XTs. The difference in average fps is not that much (5 fps without AA and AF), but overall the Crossfire setup is faster. With AA and AF, the difference grew to around 30 fps or about 20 percent faster than a single card. At higher resolutions, the difference grew to about 25 percent at 1280 x 1024 and 60 percent at 1600 x 1200, with AA and AF. However, even in Crossfire mode, a pair of Radeon X1600XTs can still run out of gas - it can't really maintain a high minimum fps above 1024 x 768.

Call of Duty is obviously one game that has a profile embedded in the drivers. This lets the Catalyst drivers select the best rendering mode (AFR) with Crossfire, however we can also see there's some other optimizations at work here. Notice that the differences we're talking in the paragraph above about are from single and multi configuration with Catalyst AI enabled. Those improvements are 'pure' Crossfire related. If you look at the differences between single configurations results with and without Catalyst AI enabled, Catalyst AI optimizations gave us about 5 - 10 fps more in default settings and 10 - 20 fps more in AA and AF.

This is very promising indeed, with Crossfire, you can still see a performance increase even at default settings at medium resolutions. This is noticeably different to SLI, at least based on our experience with a pair of GeForce 6600. With SLI, we mostly only see a significant increase in fps when AA and AF is enabled (when we're not CPU / system limited). However, that might not be entirely SLI's fault - it seems the Radeon X1600 vertex shaders are not as 'limited' as the GeForce 6600's. So, when you add more pixel processing power to your setup, in this case by putting in another card, the vertex shaders of the first Radeon X1600XT can still keep up with the demand of the pixel shaders units on both cards. We do not think this is a coincidence - ATI clearly designed the X1600 series to scale efficiently in a Crossfire setup. 

It will be very interesting to redo the SLI benchmark with new drivers or a new cards, possibly a pair of GeForce 7600 GS or GT. But for now, let's look at the rest of the benchmarks.

Homeworld 2 - Vaygr Bomber Strike, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
44
105.638
358
34 (4x AA 16x AF)
92.907 (4x AA 16x AF)
367 (4x AA 16x AF)
.
37
107.978
363
35 (4x AA 16x AF)
96.077 (4x AA 16x AF)
369 (4x AA 16x AF)
.
37
103.896
360
31 (4x AA 16x AF)
91.352 (4x AA 16x AF)
365 (4x AA 16x AF)
.
37
105.635
360
34 (4x AA 16x AF)
94.097 (4x AA 16x AF)
362 (4x AA 16x AF)
Homeworld 2 - Vaygr Bomber Strike, 1280 x 960
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
35
92.588
359
29 (4x AA 16x AF)
79.751 (4x AA 16x AF)
357 (4x AA 16x AF)
.
35
94.827
360
29 (4x AA 16x AF)
83.18 (4x AA 16x AF)
360 (4x AA 16x AF)
.
34
91.082
360
29 (4x AA 16x AF)
78.525 (4x AA 16x AF)
356 (4x AA 16x AF)
.
34
92.692
357
29 (4x AA 16x AF)
81.702 (4x AA 16x AF)
357 (4x AA 16x AF)
Homeworld 2 - Vaygr Bomber Strike, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
27
76.626
305
11 (4x AA 16x AF)
31.343 (4x AA 16x AF)
64 (4x AA 16x AF)
.
28
78.704
305
11 (4x AA 16x AF)
31.908 (4x AA 16x AF)
65 (4x AA 16x AF)
.
27
75.477
295
11 (4x AA 16x AF)
31.143 (4x AA 16x AF)
64 (4x AA 16x AF)
.
27
76.853
295
11 (4x AA 16x AF)
31.586 (4x AA 16x AF)
64 (4x AA 16x AF)

If you're playing this game with one (or two in Crossfire mode) Radeon X1600XTs, you should stick to 1024 x 768 to maintain a smooth frame rate, particularly if you're playing with AA and AF. At 1280 x 960, you're already dipping below the 30 fps mark at certain points and it's just gets worse at 1600 x 1200, with frame rates around 15 to 19 fps. That kind of frame rates can really be annoying, making the game feel sluggish and unresponsive. The minimum frame rates occurs mostly when you're looking at ships or objects at close up or have quite a large number of ships on screen.

By the looks of it, Crossfire isn't applying AFR in this game. So, either the embedded profile explicitly force default rendering mode or there's no profile for this game in the drivers. We think the former is true, since we can see that results with Catalyst AI enabled is slightly faster (though you won't notice it during gameplay), both at 1024 x 768 and 1280 x 960. We'll be looking at how to force AFR in this game, but for now let's accept the results as the default.

Crossfire isn't doing us any good here. While there are differences between the results (about 2 - 3 fps faster or slower) they're most likely caused by normal variations between runs. This may be disappointing, but it's certainly not surprising - we saw the same situation with SLI. Forcing SLI in multi card mode with this game actually made us experience lower frame rates.

Richard Burns Rally - Harwood Forest, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
90
145.17
201
47 (4x AA 16x AF)
68.945 (4x AA 16x AF)
123 (4x AA 16x AF)
.
88
145.253
208
53 (4x AA 16x AF)
79.39 (4x AA 16x AF)
143 (4x AA 16x AF)
.
89
146.234
203
47 (4x AA 16x AF)
68.506 (4x AA 16x AF)
122 (4x AA 16x AF)
.
90
147.192
208
52 (4x AA 16x AF)
78.666 (4x AA 16x AF)
142 (4x AA 16x AF)
Richard Burns Rally - Harwood Forest, 1280 x 1024
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
64
122.843
180
34 (4x AA 16x AF)
49.428 (4x AA 16x AF)
84 (4x AA 16x AF)
.
65
123.281
183
39 (4x AA 16x AF)
58.706 (4x AA 16x AF)
99 (4x AA 16x AF)
.
63
121.489
176
34 (4x AA 16x AF)
29.185 (4x AA 16x AF)
85 (4x AA 16x AF)
.
64
122.229
181
39 (4x AA 16x AF)
58.318 (4x AA 16x AF)
99 (4x AA 16x AF)
Richard Burns Rally - Harwood Forest, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
52
91.355
125
24 (4x AA 16x AF)
33.396 (4x AA 16x AF)
51 (4x AA 16x AF)
.
51
91.805
124
28 (4x AA 16x AF)
40.142 (4x AA 16x AF)
59 (4x AA 16x AF)
.
51
90.49
125
24 (4x AA 16x AF)
33.309 (4x AA 16x AF)
50 (4x AA 16x AF)
.
52
90.999
125
28 (4x AA 16x AF)
40.014 (4x AA 16x AF)
59 (4x AA 16x AF)

While there's nothing to gain with a Crossfire setup (in default rendering mode). thankfully, there's also nothing lost in the frame rates department. The differences we're seeing in the results are very small, more likely normal variations between runs. Like Call of Duty, if you want to maintain a high minimum fps, better stick to 1024 x768. Frame rates near 30 fps can be very annoying in racing games, especially a fast paced one like this game.

This is probably one game that acts differently on Crossfire and SLI setups. We saw quite a significant increase in frame rates with AA and AF on an SLI setup (though at default settings we're actually getting lower frame rates). So, what's happening here? We saw no difference whether we're running with one card or two cards in this game or even with Catalyst AI enabled or disabled for that matter. Our guess is that there are no profiles embedded in the drivers for this game, so Crossfire is running in default mode. We're pretty sure it's not system related, after all we're seeing lower and lower frame rates as we move to higher resolutions, more so with AA and AF. Looks like this game is a good candidate to try to force AFR, after all we saw some improvements with SLI so Crossfire should be able to provide us with higher frame rates as well.

SW: KOTOR - Endar Spire, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
24
58.549
71
18 (4x AA 16x AF)
46.271 (4x AA 16x AF)
58 (4x AA 16x AF)
.
22
52.136
64
17 (4x AA 16x AF)
38.14 (4x AA 16x AF)
50 (4x AA 16x AF)
.
25
59.832
71
18 (4x AA 16x AF)
46.803 (4x AA 16x AF)
58 (4x AA 16x AF)
.
22
50.054
63
15 (4x AA 16x AF)
40.742 (4x AA 16x AF)
51 (4x AA 16x AF)
SW: KOTOR - Endar Spire, 1280 x 1024
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
16
54.885
72
8 (4x AA 16x AF)
20.409 (4x AA 16x AF)
27 (4x AA 16x AF)
.
14
44.124
56
7 (4x AA 16x AF)
20.995 (4x AA 16x AF)
31 (4x AA 16x AF)
.
19
51.915
72
6 (4x AA 16x AF)
22.123 (4x AA 16x AF)
27 (4x AA 16x AF)
.
16
41.757
56
7 (4x AA 16x AF)
20.907 (4x AA 16x AF)
30 (4x AA 16x AF)
SW: KOTOR - Endar Spire, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
13
36.239
49
3 (4x AA 16x AF)
11.834 (4x AA 16x AF)
16 (4x AA 16x AF)
.
12
35.779
45
6 (4x AA 16x AF)
14.717 (4x AA 16x AF)
21 (4x AA 16x AF)
.
11
35.216
49
4 (4x AA 16x AF)
11.287 (4x AA 16x AF)
16 (4x AA 16x AF)
.
12
32.24
43
5 (4x AA 16x AF)
14.381 (4x AA 16x AF)
21 (4x AA 16x AF)

Hmm. Unlike the other games we tested so far, results with Catalyst AI enabled seems to be slower than with Catalyst AI disabled. The differences may be caused by normal variations between runs, but we doubt it. There's a clear trend here, notice the same level of frame rates from both single and multi configurations with Catalyst AI disabled. Obviously there's a game profile embedded on the drivers, however it's not optimal. We'll have a look later on trying to apply another game profile (and force AFR with Crossfire) with this game.

It's clear that the Radeon X1600XT (or two of them) is not fast enough to play this game at anything other than 1024 x 768, without AA and AF. Thankfully, you don't see these kinds of frame rates that often throughout the game. Now, if you look closely, you can see that in some cases, running with Crossfire can be slower - similar to what we saw with SLI. Hmmm, could this be true? It looks like Crossfire is not that much different from SLI - you can't really expect a performance increase in every game. We already saw that out of four games we tested so far, only one (Call of Duty) showed any frame rate increase with Crossfire. Maybe we spoke to soon when we say Crossfire has potential. How about newer games?

F.E.A.R - Performance Test, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
22
53.035
170
17 (4x AA 16x AF)
39.678 (4x AA 16x AF)
309 (4x AA 16x AF)
.
26
52.138
112
19 (4x AA 16x AF)
37.027 (4x AA 16x AF)
89 (4x AA 16x AF)
.
22
50.25
110
19 (4x AA 16x AF)
35.143 (4x AA 16x AF)
84 (4x AA 16x AF)
.
32
70.449
138
15 (4x AA 16x AF)
44.774 (4x AA 16x AF)
101 (4x AA 16x AF)
F.E.A.R - Performance Test, 1280 x 960
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
16
37.742
130
12 (4x AA 16x AF)
25.919 (4x AA 16x AF)
59 (4x AA 16x AF)
.
21
37.947
77
13 (4x AA 16x AF)
26.736 (4x AA 16x AF)
60 (4x AA 16x AF)
.
21
36.952
75
13 (4x AA 16x AF)
25.538 (4x AA 16x AF)
59 (4x AA 16x AF)
.
20
49.753
91
10 (4x AA 16x AF)
30.161 (4x AA 16x AF)
71 (4x AA 16x AF)
F.E.A.R - Performance Test, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
12
26.455
70
7 (4x AA 16x AF)
16.885 (4x AA 16x AF)
33 (4x AA 16x AF)
.
13
26.657
50
8 (4x AA 16x AF)
17.526 (4x AA 16x AF)
34 (4x AA 16x AF)
.
14
25.597
49
8 (4x AA 16x AF)
16.156 (4x AA 16x AF)
33 (4x AA 16x AF)
.
10
33.882
110
7 (4x AA 16x AF)
23.342 (4x AA 16x AF)
59 (4x AA 16x AF)

Crossfire can really help you get that extra fps in F.E.A.R, just don't expect too much from one or even two Radeon X1600XTs. There's no doubt, anything other than default settings at 1024 x 768 is way to slow for a single Radeon X1600XT. It's nice to know that having a pair of them in Crossfire AFR mode can help you reach playable frame rates, though it's still not fast enough to play with AA and AF enabled. Remember though, our test settings for this game are very high, not that much different from the maximum setting (no soft shadows, no volumetric lights). So all things considered, the results we're seeing here is not really that bad, not bad at all. Crossfire can mean the difference between unplayable and playable frame rates here, even if you're using a pair of low end cards. With high end cards, assuming the performance increase is present and similar, you probably will get playable frame rates at the highest setting with AA and AF enabled.

Quake 4 - Data Processing Plant, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
39
69.093
118
18 (4x AA 16x AF)
37.049 (4x AA 16x AF)
83 (4x AA 16x AF)
.
42
73.366
122
26 (4x AA 16x AF)
50.129 (4x AA 16x AF)
101 (4x AA 16x AF)
.
39
69.093
118
18 (4x AA 16x AF)
36.774 (4x AA 16x AF)
83 (4x AA 16x AF)
.
65
108.868
161
48 (4x AA 16x AF)
83.512 (4x AA 16x AF)
134 (4x AA 16x AF)
Quake 4 - Data Processing Plant, 1280 x 1024
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
27
47.353
86
14 (4x AA 16x AF)
26.89 (4x AA 16x AF)
68 (4x AA 16x AF)
.
28
50.132
90
18 (4x AA 16x AF)
33.512 (4x AA 16x AF)
82 (4x AA 16x AF)
.
27
47.353
86
14 (4x AA 16x AF)
26.841 (4x AA 16x AF)
66 (4x AA 16x AF)
.
49
78.163
122
34 (4x AA 16x AF)
57.555 (4x AA 16x AF)
101 (4x AA 16x AF)
Quake 4 - Data Processing Plant, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
19
34.891
67
9 (4x AA 16x AF)
16.513 (4x AA 16x AF)
37 (4x AA 16x AF)
.
20
37.234
69
11 (4x AA 16x AF)
18.992 (4x AA 16x AF)
42 (4x AA 16x AF)
.
19
34.891
67
9 (4x AA 16x AF)
16.457 (4x AA 16x AF)
37 (4x AA 16x AF)
.
36
58.779
89
21 (4x AA 16x AF)
33.802 (4x AA 16x AF)
62 (4x AA 16x AF)

Wow! Looks like our Crossfire setup is really coming to its own now. You're not mistaken, those Crossfire results are nearly double the frame rates of a single card. Running at default settings, we nearly reach the limit of our Athlon 3500+ processor at 1024 x 768 - somewhere around 120 fps. While this is good news, do keep in mind that the difference we're seeing here is most likely not only caused by Crossfire alone, but also optimizations in Catalyst AI. Look at the single card results - you can see running with Catalyst AI enabled provide quite a bit of a boost in frame rates, though nothing as phenomenal as the results with Crossfire and Catalyst AI enabled. There's definitely a game profile for Quake 4 in the drivers.

Even accounting for Catalyst AI optimizations, the frame rates we gain with Crossfire is impressive - 20 to 30 fps both in default settings and with AA and AF. That's around 50 (default) to 80 (AA / AF) percent overall. This is great news indeed, Crossfire can provide you a significant boost in frame rates in newer games and this is with a low end card. With a high end card you'll likely be system limited, even with AA and AF. This is very different to SLI. If you look back at our SLI article, you'll see that Quake 4 is actually a bit slower with both a pair of GeForce 6600 or GeForce 7800GTX in SLI mode. Of course, that's with old drivers, but we don't have a pair of GeForce 6600 or 7600 right now, so we can't be 100 percent sure.

Now, let's look at the last two games - Serious Sam II and Splinter Cell: Chaos Theory. In addition to default and AA / AF results, we'll be looking at HDR results as well in these games.

Serious Sam II - Greendale, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
24
37.619
51
12 (4x AA 16x AF)
20.333 (4x AA 16x AF)
25 (4x AA 16x AF)
.
23
37.403
51
21 (4x AA 16x AF)
28.282 (4x AA 16x AF)
35 (4x AA 16x AF)
.
23
37.162
52
14 (4x AA 16x AF)
20.457 (4x AA 16x AF)
25 (4x AA 16x AF)
.
25
42.077
64
24 (4x AA 16x AF)
38.413 (4x AA 16x AF)
50 (4x AA 16x AF)
Serious Sam II - Greendale, 1280 x 960
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
21
32.228
40
10 (4x AA 16x AF)
14.49 (4x AA 16x AF)
17 (4x AA 16x AF)
.
21
32.316
42
12 (4x AA 16x AF)
21.523 (4x AA 16x AF)
26 (4x AA 16x AF)
.
19
32.197
41
11 (4x AA 16x AF)
14.603 (4x AA 16x AF)
21 (4x AA 16x AF)
.
24
40.72
60
22 (4x AA 16x AF)
33.149 (4x AA 16x AF)
41 (4x AA 16x AF)
Serious Sam II - Greendale, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
18
24.525
30
8 (4x AA 16x AF)
9.647 (4x AA 16x AF)
11 (4x AA 16x AF)
.
17
24.722
30
12 (4x AA 16x AF)
15.098 (4x AA 16x AF)
19 (4x AA 16x AF)
.
15
24.81
30
6 (4x AA 16x AF)
9.545 (4x AA 16x AF)
12 (4x AA 16x AF)
.
25
35.851
44
15 (4x AA 16x AF)
25.198 (4x AA 16x AF)
32 (4x AA 16x AF)

Looks like there's a lot to gain with enabling Catalyst AI in Serious Sam II. You gain around 10 fps both in minimum and average frame rates, even with a single card. That's quite significant, since we're seeing frame rates below 30 fps here. Using two similar cards in Crossfire mode allows you to have an even higher frame rates - another 4 fps on the minimum and 10 fps on average. This makes Serious Sam II quite playable with our chosen settings and that's good.

With frame rates below 30 fps, even a 3 fps is a big deal - that's a 10 percent difference. So a 4 - 10 fps increase is about 10 to 30 percent faster. You might even be able to get away with AA and AF with two Radeon X1600XT in Crossfire now. However, at higher resolutions even Crossfire won't help. Again this proves that with Crossfire you can keep your aging card a little bit longer - all you need to do is slap in a similar card if you can't afford a faster card. Or maybe relegate your slower card to do physics when games utilizing Havok FX comes out later this year.

Serious Sam II - Greendale (HDR), 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
13 (HDR 16x AF)
20.719 (HDR 16x AF)
25 (HDR 16x AF)
.
17 (HDR 16x AF)
27.521 (HDR 16x AF)
34 (HDR 16x AF)
.
14 (HDR 16x AF)
20.772 (HDR 16x AF)
25 (HDR 16x AF)
.
24 (HDR 16x AF)
36.882 (HDR 16x AF)
48 (HDR 16x AF)
Serious Sam II - Greendale (HDR), 1280 x 960
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
11 (HDR 16x AF)
14.258 (HDR 16x AF)
17 (HDR 16x AF)
.
15 (HDR 16x AF)
20.156 (HDR 16x AF)
24 (HDR 16x AF)
.
11 (HDR 16x AF)
14.296 (HDR 16x AF)
17 (HDR 16x AF)
.
22 (HDR 16x AF)
30.624 (HDR 16x AF)
39 (HDR 16x AF)
Serious Sam II - Greendale (HDR), 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
8 (HDR 16x AF)
9.811 (HDR 16x AF)
12 (HDR 16x AF)
.
11 (HDR 16x AF)
15.168 (HDR 16x AF)
18 (HDR 16x AF)
.
7 (HDR 16x AF)
9.889 (HDR 16x AF)
13 (HDR 16x AF)
.
15 (HDR 16x AF)
23.909 (HDR 16x AF)
31 (HDR 16x AF)

By the looks of it, Crossfire can even provide you playable frame rates with HDR at 1024 x 768,.even if you're only using two Radeon X1600XTs. Don't get too excited though, running HDR with AA is still out of the question at these settings - you'll likely see a lower frame rate if you do (around 5 fps lower). No doubt, Crossfire offer a significant boost to your frame rates compared to just using one card, whether in default settings, AA / AF or HDR. Think what can you do with two Radeon X1900s. It may be fast enough to provide HDR plus AA and AF at very high resolutions or even adaptive anti aliasing.

Splinter Cell: Chaos Theory - Lighthouse, 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
24.41
43.3
133.83
17.01 (4x AA 16x AF)
33.77 (4x AA 16x AF)
106.96 (4x AA 16x AF)
.
24.68
43.5
135.21
19.14 (4x AA 16x AF)
34.79 (4x AA 16x AF)
103 (4x AA 16x AF)
.
24.65
43.26
133.83
16.81 (4x AA 16x AF)
33.75 (4x AA 16x AF)
106.93 (4x AA 16x AF)
.
47.68
80.04
180.03
37.56 (4x AA 16x AF)
69.48 (4x AA 16x AF)
150.78 (4x AA 16x AF)
Splinter Cell: Chaos Theory - Lighthouse, 1280 x 1024
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
17.59
30.92
102.59
12.14 (4x AA 16x AF)
23.72 (4x AA 16x AF)
72.78 (4x AA 16x AF)
.
17.72
30.95
102.69
13.87 (4x AA 16x AF)
24.68 (4x AA 16x AF)
70.44 (4x AA 16x AF)
.
17.56
30.91
102.43
11.69 (4x AA 16x AF)
23.93 (4x AA 16x AF)
73.45 (4x AA 16x AF)
.
35.44
60.01
141.94
27.34 (4x AA 16x AF)
49.94 (4x AA 16x AF)
133.19 (4x AA 16x AF)
Splinter Cell: Chaos Theory - Lighthouse, 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
13.22
22.88
93.8
8.74 (4x AA 16x AF)
16.31 (4x AA 16x AF)
44.5 (4x AA 16x AF)
.
13.35
22.87
72.19
10.56 (4x AA 16x AF)
18.11 (4x AA 16x AF)
49.32 (4x AA 16x AF)
.
13.23
22.87
72.26
8.85 (4x AA 16x AF)
16.45 (4x AA 16x AF)
44.87 (4x AA 16x AF)
.
25.63
44.72
134.54
19.88 (4x AA 16x AF)
34.48 (4x AA 16x AF)
91.35 (4x AA 16x AF)

Splinter Cell: Chaos Theory is the quite possibly the strongest reason for using a multi card rendering solution, be it SLI or Crossfire. Again, we're seeing frame rates from Crossfire nearly double the frame rates of a single card. In comparison, with a pair of GeForce 6600, we can expect an increase of about 70 - 80 percent. With this pair of Radeon X1600XTs, we're seeing about 90 to 100 percent increase. However, we think this has more to do with the card itself rather than each vendor's multi rendering solution implementations. The Radeon X1600XT is obviously less bottlenecked than the GeForce 6600.

What's interesting here is that there's basically no difference between single cards results, both with or without Catalyst AI enabled. So, it's very likely the results we're seeing here is 'pure' Crossfire results, which is very nice indeed. This is different to what we saw earlier in Quake IV. It certainly will be interesting to see what a high end Crossfire can achieve. Especially if we're not CPU / system limited.

And last, the HDR test results.

Splinter Cell: Chaos Theory - Lighthouse (HDR), 1024 x 768
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
17.11 (HDR 16x AF)
32.6 (HDR 16x AF)
94.73 (HDR 16x AF)
.
19.14 (HDR 16x AF)
34.79 (HDR 16x AF)
103 (HDR 16x AF)
.
17.31 (HDR 16x AF)
32.9 (HDR 16x AF)
95.73 (HDR 16x AF)
.
37.72 (HDR 16x AF)
67.51 (HDR 16x AF)
148.23 (HDR 16x AF)
Splinter Cell: Chaos Theory - Lighthouse (HDR), 1280 x 1024
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
12.25 (HDR 16x AF)
23.05 (HDR 16x AF)
65.11 (HDR 16x AF)
.
13.87 (HDR 16x AF)
24.68 (HDR 16x AF)
70.44 (HDR 16x AF)
.
12.4 (HDR 16x AF)
23.27 (HDR 16x AF)
65.76 (HDR 16x AF)
.
25.64 (HDR 16x AF)
48.36 (HDR 16x AF)
131.32 (HDR 16x AF)
Splinter Cell: Chaos Theory - Lighthouse (HDR), 1600 x 1200
Single, AI disabled
Single, AI enabled
Multi, AI disabled
Multi, AI enabled
9.17 (HDR 16x AF)
16.87 (HDR 16x AF)
45.9 (HDR 16x AF)
.
10.56 (HDR 16x AF)
18.11 (HDR 16x AF)
49.32 (HDR 16x AF)
.
9.35 (HDR 16x AF)
17.03 (HDR 16x AF)
46.37 (HDR 16x AF)
.
20.73 (HDR 16x AF)
35.59 (HDR 16x AF)
97.74 (HDR 16x AF)

No surprises here.

Forcing Alternate Frame Rendering

Out of the games we tested, at least three games (Homeworld 2, Richard Burns Rally and Star Wars: Knights of the Old Republic) gained little benefit with Crossfire. This may be caused by the absence of game profiles embedded in the drivers or to avoid compatibility issues with AFR rendering. Crossfire don't have any control panel options like NVIDIA's SLI which has a game profile manager and the options to force SLI multirendering mode. This is a good thing, because general users and gamers can just let the driver decide for them the profile that best suits the game or fall back to Crossfire default rendering mode to avoid any compatibility issues. However, this can be annoying at times - if a new game comes out, you'd have to wait at least a month for the Catalyst team to update the drivers with the profile for that game.

Thankfully, all is not lost. There is a way to get around this situation. It may not be pretty and sometimes it won't work. What you need to do is rename the game's executable file into a game that has a game profile embedded in the drivers. Out of the various games we tested today, the most gains are with Quake 4 and Call of Duty for OpenGL based games and Splinter Cell: Chaos Theory, Serious Sam II and F.E.A.R for Direct3D games. So, we've decided to give this method a try. We rename the executable files of Homeworld 2, Richard Burns Rally and Star Wars: Knights of the Old Republic to force AFR mode in Crossfire.

We limit testing to 1024 x 768, since this is the sweet spot for two Radeon X1600XT in Crossfire mode. These are taken in Crossfire and Catalyst AI enabled and ran in both default settings and with AA and AF


Homeworld2.exe Renamed to Quake4.exe Renamed to CODMP.exe Single, Catalyst AI disabled
Default


Min 37 43 43 44
Avg 105.64 111.44 111.38 105.64
Max 360 359 357 358
AA AF


Min 34 38 40 34
Avg 94.1 104.54 103.39 92.91
Max 362 358 367 367


richardburnsrally.exe Renamed to SplinterCell3.exe Renamed to Sam2.exe Renamed to FEAR.exe Single, Catalyst AI disabled
Default



Min 90 98 96 99 90
Avg 147.19 146.85 147.38 147.18 145.17
Max 208 211 207 208 201
AA AF



Min 52 97 97 97 47
Avg 78.67 136.25 136.33 136.35 68.945
Max 142 204 195 200 123


swkotor.exe Renamed to SplinterCell3.exe Renamed to Sam2.exe Renamed to FEAR.exe Single, Catalyst AI disabled
Default



Min 22 25 25 24 24
Avg 50.05 59.29 59.96 58.09 58.55
Max 63 71 71 72 71
AA AF



Min 15 11 18 19 18
Avg 40.74 31.9 43.13 42.83 46.27
Max 51 41 54 54 58

all the numbers are frame rate per seconds

A note on Homeworld 2 - forcing AFR through renaming the executable file resulted in display corruption when running at default settings. However, these display corruption disappears once AA and AF is enabled. So this 'hack' doesn't work smoothly all the time, but when it works, it works beautifully. We gain several frame rates with AFR, though it's not that significant. It's important to note the increase is present on both default and AA / AF settings.

The same also applies to the Richard Burns Rally and SW: KOTOR. For Richard Burns Rally, it seems that ATI's driver developers simply haven't had the chance to include a profile yet. We saw no display corruption or rendering issues (although we didn't test the entire game for any problems) with renaming the executable file and you can see AFR works wonders with Richard Burns Rally. Instead of dropping half the frame rate, we're now seeing a mere 10 fps drop between default and AA / AF results! You'll also notice there's no slowdown when running at default settings, we even gain around 10 fps for the minimum fps. This is far better than what we achieve with SLI.

With SW:KOTOR, instead of a slowdown now we're getting a slightly higher frame rate. It's not much, but can still be quite significant - a 10 fps average in default settings and 2 - 5 fps with AA and AF enabled. Renaming it to Sam2.exe or FEAR.exe seems to work better than SplinterCell3.exe. Unlike the other two games, we can see we can see nothing is gained with Crossfire - minimum frame rates are similar to what we're getting in a single card setup with Catalyst AI disabled.

These results cast some new light at Crossfire. Foremost, Crossfire AFR mode works beautifully, in most cases you'll see a definite increase in performance, both at default and with AA / AF enabled. The increase does vary, mostly depending on your processor and the chosen graphics cards vertex shader performance. In pixel shader limited situations, the gains can be very impressive - 70 to 100 percent. At it's worst, you'll get a minimal impact in performance, mostly on the upper limit (SW: KOTOR) so it's virtually penalty free. This is very different from SLI, where driver overhead can incur quite a significant performance penalty.

Temporary Conclusion:

If we have to make a conclusion right now based on the information we got during testing for this article, ATI really have a solid offering in Crossfire. NVIDIA should be worried. Even with quite a slow card and a limited system, a pair of Radeon X1600XT in Crossfire scale beautifully in performance, although the increase is mostly limited to 1024 x 768. If we have a gripe with Crossfire, it's ATI's insistence of not allowing users to control Crossfire rendering modes directly through the drivers (via Catalyst Control Center). There's is a way around that, but it would've been nice to have since not all games react 'kindly' to renaming their executable files (Hitman: Blood Money).

However, let's postpone making a final conclusion for now. We've only looked at the low end of the spectrum. We're currently testing a pair of Radeon X1900 in a Crossfire setup to see what a high end Crossfire setup has to offer. Since even a single X1900 is system limited with our Athlon 3500+, we'll be focusing more on quality rather than performance in part 2 of this article.

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