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Quake 4

Just like what we did with F.E.A.R, we played through the level three times at different resolutions, recording frame rates for each run. You can see the results in the table below - we're focusing on variations between runs here.

Data Processing Terminal (Gameplay) - 1024

6 Quads






1st 2nd 3rd Average Variations Variations (Percent)
Average fps 119.78 119.53 118.56 119.29 0.49 0.41%
Minimum fps 69 68 67 68 0.67 0.98%
5 Quads






1st 2nd 3rd Average Variations Variations (Percent)
Average fps 119.44 119.53 119.7 119.56 0.09 0.08%
Minimum fps 69 68 67 68 0.67 0.98%
4 Quads






1st 2nd 3rd Average Variations Variations (Percent)
Average fps 119.56 119.41 119.16 119.38 0.15 0.12%
Minimum fps 69 69 68 68.67 0.44 0.65%

Data Processing Terminal (Gameplay) - 1600

6 Quads






1st 2nd 3rd Average Variations Variations (Percent)
Average fps 106.06 105.53 105.68 105.75 0.2 0.19%
Minimum fps 66 64 65 65 0.67 1.03%
5 Quads






1st 2nd 3rd Average Variations Variations (Percent)
Average fps 103.19 101.46 101.95 102.2 0.66 0.65%
Minimum fps 67 67 66 66.67 0.44 0.67%
4 Quads






1st 2nd 3rd Average Variations Variations (Percent)
Average fps 98.36 97.46 97.67 97.83 0.35 0.36%
Minimum fps 65 65 65 65 0 0.00%

all numbers are in frame rates (except for percentages)

This is one of Quake 4 levels that is more responsive to resolution changes, the results seems to show that at 1600 x 1200, having more pixel processing power isn't going to give you much. The sweet spot with this graphics card seems to 1280 x 1024, which unfortunately we didn't use for this article.

Variations between runs are minimal, despite the fact that these are gameplay testing sessions. At 1600 x 1200, the differences between 6, 5 and 4 quads is minimal. Minimum frame rates are generally the same, which leads to the conclusion that even at this setting Quake 4 is system limited (though less so than 1024 x 768). Below is the graph for this test.

Quake 4 - Data Processing Terminal, 1024 x 768. 32 bit fps Progress
120 fps
80 fps
40 fps
0 fps
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Data Processing Terminal (Gameplay) - 1024


6 Quads 5 Quads 4 Quads
4 to 6 4 to 5 5 to 6
4 to 6 (Percent) 4 to 5 (Percent) 5 to 6 (Percent)
Average fps 119.29 119.56 119.38
-0.08 0.18 -0.26
-0.07% 0.15% -0.22%
Minimum fps 68 68 68.67
-0.67 -0.67 0
-0.97% -0.97% 0.00%

Quake 4 - Data Processing Terminal, 1600 x 1200, 32 bit fps Progress
99 fps
66 fps
33 fps
0 fps
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Data Processing Terminal (Gameplay) - 1600


6 Quads 5 Quads 4 Quads
4 to 6 4 to 5 5 to 6
4 to 6 (Percent) 4 to 5 (Percent) 5 to 6 (Percent)
Average fps 105.75 102.2 97.83
7.89 4.37 3.52
8.07% 4.47% 3.45%
Minimum fps 65 67.67 65.67
-0.67 2 -2.67
-1.02% 3.05% -3.94%

all numbers are in frame rates (except for percentages)

By removing the frame cap in Quake 4, we allow the system to render the scene as fast as it can - much like a timedemo. Because of that, it's actually pretty easy to spot which setup is the fastest with Quake 4 - you pick the setup with the shortest run. At 1600 x 1200, where we are not as system limited, the 6 quads setup is obviously faster. Although it has basically the same minimum fps, it 'bounces back' to higher frame rates quicker - thus the shorter run. A timedemo run at these settings would likely give higher results, because the system doesn't have to do AI, physics and sound.

Now, we're going to take a look at a level that's more representative of frame rates you'll likely see through the entire game (though not necessarily represent the gameplay). The Nexus level is the ending boss level, with an ending cutscene. While it doesn't have a checkpoint save, we can generally separate it into two parts - the cutscene and gameplay. First of, we'll be looking at the entire level.

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