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High Dynamic Range (HDR) Rendering

Next on our list is HDR rendering. Below you can see two screenshots from Splinter Cell Chaos Theory - the left is without HDR and the right is with HDR. You can see the HDR enabled image is slightly brighter, in some parts of the wall, and there are definitely a difference on the light bulb while the wall on the right side stays perfectly dark. The HDR image has more aliasing than the non HDR image (with 4x AA enabled). Looks like HDR's performance hit is about the same with 4xAA.



By enabling HDR in Serious Sam II, you'll notice much more details and colors when playing the game. Look at the clouds and the ground on the edge of the pathway - you'll definitely see the differences. So, HDR does bring us close to 'cinematic quality' in games and real time rendering in general. Again you'll notice the non HDR image (with 4x AA) has less aliasing than the HDR image on the right. Performance levels are about the same, though it looks like HDR is slightly slower in this game than enabling 4xAA with the GeForce 7800GTX and 7800GT. We'll take a closer look at the numbers later.



Unlike transparency antialiasing (or AA and AF in general), HDR can only be enabled if the application made use of it. With quite a performance drop on the GeForce 6 series, no wonder not many games made use of this effect. Hopefully, this will change in the future, partly due to more widespread use of HDR capable hardware from both ATI and NVIDIA.

Performance

We did lots of testing for this article, since we're using new set of drivers. Unfortunately, not all of them can be shown here, it will make this article too long. So, we limit the results to the our latest graphics benchmarks (F.E.A.R, Quake 4, Serious Sam II, Battlefield 2 and Brothers in Arms). Performance with transparency AA in older games are pretty much the same, whether you chose MSAA or SSAA.

Most of the games feature application controlled anti aliasing and anisotropic filtering, sans Battlefield 2 and Brothers In Arms which only have control over one setting (AA in BF2 and AF in Brothers in Arms). We enable AA and AF in-game when possible, either through the menu or console command. For Battlefield 2, anisotropic filtering was enabled through the driver panel as did AA for Brothers in Arms. Image quality setting is set to High Quality for best image quality. Without further ado, here are the results.

Our test setup
AMD Athlon 64 3500+ socket 939
2 x 256 MB Kingston KVR 3-3-3 PC3200 DDR-SDRAM
MSI K8N NForce 4 SLI motherboard
Maxtor DiamondMaxPlus9 80 GBs Serial ATA 8 MB buffer
ASUS E-616 DVD-ROM
450 watts ATX power supply

Windows XP Professional with Service Pack 2 installed
NVIDIA Forceware 81.95 reference driver
NVIDIA NForce 4 6.66 reference driver
Creative SoundBlaster Live! 24 bit 5.12.1.512 driver.
DirectX 9.0c

The results:

F.E.A.R Performance Test, 1024 x 768
GeForce
7800GTX
GeForce
7800GT
60
109
234
28 (4x AA 16x AF)
52 (4x AA 16x AF)
114 (4x AA 16x AF)
29 (4x AA 16x AF Alpha MSAA
53 (4x AA 16x AF Alpha MSAA
111 (4x AA 16x AF Alpha MSAA
29 (4x AA 16x AF Alpha SSAA)
52 (4x AA 16x AF Alpha SSAA)
101 (4x AA 16x AF Alpha SSAA)
.
59
94
195
27 (4x AA 16x AF)
46 (4x AA 16x AF)
91 (4x AA 16x AF)
25 (4x AA 16x AF Alpha MSAA
47 (4x AA 16x AF Alpha MSAA
102 (4x AA 16x AF Alpha MSAA
23 (4x AA 16x AF Alpha SSAA)
46 (4x AA 16x AF Alpha SSAA)
88 (4x AA 16x AF Alpha SSAA)
F.E.A.R Performance Test, 1280 x 960
GeForce
7800GTX
GeForce
7800GT
45
80
155
20 (4x AA 16x AF)
36 (4x AA 16x AF)
72 (4x AA 16x AF)
19 (4x AA 16x AF Alpha MSAA
38 (4x AA 16x AF Alpha MSAA
73 (4x AA 16x AF Alpha MSAA
20 (4x AA 16x AF Alpha SSAA)
37 (4x AA 16x AF Alpha SSAA)
74 (4x AA 16x AF Alpha SSAA)
.
38
68
134
17 (4x AA 16x AF)
32 (4x AA 16x AF)
65 (4x AA 16x AF)
18 (4x AA 16x AF Alpha MSAA
33 (4x AA 16x AF Alpha MSAA
65 (4x AA 16x AF Alpha MSAA
18 (4x AA 16x AF Alpha SSAA)
32 (4x AA 16x AF Alpha SSAA)
64 (4x AA 16x AF Alpha SSAA)
F.E.A.R Performance Test, 1600 x 1200
GeForce
7800GTX
GeForce
7800GT
37
54
108
13 (4x AA 16x AF)
25 (4x AA 16x AF)
51 (4x AA 16x AF)
14 (4x AA 16x AF Alpha MSAA
25 (4x AA 16x AF Alpha MSAA
56 (4x AA 16x AF Alpha MSAA
14 (4x AA 16x AF Alpha SSAA)
25 (4x AA 16x AF Alpha SSAA)
50 (4x AA 16x AF Alpha SSAA)
.
30
47
85
11 (4x AA 16x AF)
21 (4x AA 16x AF)
43 (4x AA 16x AF)
12 (4x AA 16x AF Alpha MSAA
22 (4x AA 16x AF Alpha MSAA
43 (4x AA 16x AF Alpha MSAA
11 (4x AA 16x AF Alpha SSAA)
22 (4x AA 16x AF Alpha SSAA)
41 (4x AA 16x AF Alpha SSAA)

Of course, there's no point of using more than 1024 x 768 with 4xAA in F.E.A.R with a single GeForce 7800GTX or 7800GT. Only pay attention to the 1024 x 768 graph. We can definitely see there's no performance difference between no transparency antialiasing, 4x transparency MSAA and SSAA. Not surprising really, since F.E.A.R made little use of transparent textures, particularly in the performance test.

F.E.A.R Performance Test, 1024 x 768. 32 bit fps Progress (7800GTX)
150 fps
100 fps
50 fps
0 fps
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F.E.A.R Performance Test, 1024 x 768. 32 bit fps Progress (7800GT)
150 fps
100 fps
50 fps
0 fps
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GeForce 7800GT

Default 4x AA 16x AF Alpha MSAA
Alpha SSAA
<30 fps 0 4 6 5
30-45 fps 0 27 27 27
45-60 fps 2 14 12 13
60-90 fps 29 10 10 10
90-120 fps 15 0 6 0


GeForce 7800GTX

Default 4x AA 16x AF Alpha MSAA
Alpha SSAA
<30 fps 0 2 2 2
30-45 fps 0 19 18 20
45-60 fps 1 20 20 19
60-90 fps 24 10 11 11
90-120 fps 18 4 4 3

These fps progress graph confirms our conclusion. The differences between the three transparency antialiasing settings can be attributed to normal variations between runs. With little use of transparent textures throughout the game, there's no point of enabling transparency antialiasing in this game anyway. So it looks like the best image quality is still with 4x AA.

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