Call of Duty 2
We used the full version of
Call of Duty 2, patched to version 1.2. The game makes use of some awesome effects and is generally very graphically intense and immersive. That's helped by the tremendous smoke effect that Infinity Ward has created -- it's better than anything we've ever seen before. There are also real time shadows and subtle HDR lighting effects too.
The gameplay is not as linear as the first version of
Call of Duty, and Infinity Ward has ditched the rather old
Quake 3 engine in favour of creating its own proprietary graphics engine to render the effects. There is something about the game that makes it very intense and you often find yourself having to take a break from the action because you're too overwhelmed by its immersiveness and intensity.
We used a custom timedemo that covers both indoor and outdoor performance in the title across one of the most intensive portions of the game. The
Optimise for SLI option was disabled, as were both anti-aliasing and anisotropic filtering.
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Core 2 Quad Q6600 - P35 OC (4x3.348GHz, 1488MHz FSB)
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Core 2 Quad Q6600 - 680i OC (4x3.265GHz, 1451MHz FSB)
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Core 2 Extreme QX6850 (4x3.00GHz, 1333MHz FSB)
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Core 2 Extreme QX6800 (4x2.93GHz, 1066MHz FSB)
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Core 2 Quad Q6700 (4x2.67GHz, 1066MHz FSB)
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Core 2 Duo E6850 (2x3.00GHz, 1333MHz FSB)
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Core 2 Quad Q6600 (4x2.40GHz, 1066MHz FSB)
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Core 2 Extreme X6800 (2x2.93GHz, 1066MHz FSB)
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Core 2 Duo E6700 (2x2.67GHz, 1066MHz FSB)
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Core 2 Duo E6750 (2x2.67GHz, 1333MHz FSB)
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Core 2 Duo E6600 (2x2.40GHz, 1066MHz FSB)
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Athlon 64 X2 6000+ (2x3.00GHz, 2.0GHz HTT)
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Athlon 64 X2 5600+ (2x2.80GHz, 2.0GHz HTT)
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Athlon 64 X2 5200+ (2x2.60GHz, 2.0GHz HTT)
Frames Per Second
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Core 2 Quad Q6600 - P35 OC (4x3.348GHz, 1488MHz FSB)
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Core 2 Quad Q6600 - 680i OC (4x3.265GHz, 1451MHz FSB)
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Core 2 Extreme QX6850 (4x3.00GHz, 1333MHz FSB)
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Core 2 Extreme QX6800 (4x2.93GHz, 1066MHz FSB)
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Core 2 Quad Q6700 (4x2.67GHz, 1066MHz FSB)
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Core 2 Quad Q6600 (4x2.40GHz, 1066MHz FSB)
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Core 2 Duo E6850 (2x3.00GHz, 1333MHz FSB)
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Core 2 Extreme X6800 (2x2.93GHz, 1066MHz FSB)
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Core 2 Duo E6700 (2x2.67GHz, 1066MHz FSB)
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Core 2 Duo E6750 (2x2.67GHz, 1333MHz FSB)
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Athlon 64 X2 6000+ (2x3.00GHz, 2.0GHz HTT)
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Athlon 64 X2 5600+ (2x2.80GHz, 2.0GHz HTT)
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Core 2 Duo E6600 (2x2.40GHz, 1066MHz FSB)
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Athlon 64 X2 5200+ (2x2.60GHz, 2.0GHz HTT)
Frames Per Second
Yep, there’s a similar story told here too...
Quake 4
We used the full retail version of
Quake 4 patched to version 1.3.0. It's the fourth game in the
Quake series, based on the technically sound
Doom 3 engine. We used a custom-recorded demo from a section that represents fairly typical performance throughout the rest of the game. Quake 4 features support for Symmetric Multiprocessing, which we turned on. In addition, we set the in-game details to high quality, and turned off Vsync, anti-aliasing and anisotropic filtering.
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Core 2 Quad Q6600 - P35 OC (4x3.348GHz, 1488MHz FSB)
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Core 2 Quad Q6600 - 680i OC (4x3.265GHz, 1451MHz FSB)
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Core 2 Extreme QX6850 (4x3.00GHz, 1333MHz FSB)
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Core 2 Duo E6850 (2x3.00GHz, 1333MHz FSB)
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Core 2 Extreme QX6800 (4x2.93GHz, 1066MHz FSB)
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Core 2 Extreme X6800 (2x2.93GHz, 1066MHz FSB)
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Core 2 Duo E6750 (2x2.67GHz, 1333MHz FSB)
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Core 2 Quad Q6700 (4x2.67GHz, 1066MHz FSB)
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Core 2 Duo E6700 (2x2.67GHz, 1066MHz FSB)
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Core 2 Quad Q6600 (4x2.40GHz, 1066MHz FSB)
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Athlon 64 X2 6000+ (2x3.00GHz, 2.0GHz HTT)
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Core 2 Duo E6600 (2x2.40GHz, 1066MHz FSB)
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Athlon 64 X2 5600+ (2x2.80GHz, 2.0GHz HTT)
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Athlon 64 X2 5200+ (2x2.60GHz, 2.0GHz HTT)
Frames Per Second
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Core 2 Quad Q6600 - P35 OC (4x3.348GHz, 1488MHz FSB)
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Core 2 Quad Q6600 - 680i OC (4x3.265GHz, 1451MHz FSB)
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Core 2 Extreme QX6850 (4x3.00GHz, 1333MHz FSB)
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Core 2 Duo E6850 (2x3.00GHz, 1333MHz FSB)
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Core 2 Extreme QX6800 (4x2.93GHz, 1066MHz FSB)
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Core 2 Extreme X6800 (2x2.93GHz, 1066MHz FSB)
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Core 2 Duo E6750 (2x2.67GHz, 1333MHz FSB)
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Core 2 Quad Q6700 (4x2.67GHz, 1066MHz FSB)
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Core 2 Duo E6700 (2x2.67GHz, 1066MHz FSB)
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Core 2 Quad Q6600 (4x2.40GHz, 1066MHz FSB)
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Athlon 64 X2 6000+ (2x3.00GHz, 2.0GHz HTT)
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Core 2 Duo E6600 (2x2.40GHz, 1066MHz FSB)
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Athlon 64 X2 5600+ (2x2.80GHz, 2.0GHz HTT)
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Athlon 64 X2 5200+ (2x2.60GHz, 2.0GHz HTT)
Frames Per Second
In
Quake 4, we saw some respectable differences at low resolution, which is largely thanks to the increased front side bus – Quake 4 really seems to like massive bandwidth – and at higher resolution the gap is reduced a little but still respectable. Having said that, we’re well over 100 frames per second here, so you would be pushed to notice a difference between the fastest and slowest processors when you add anti-aliasing and anisotropic filtering into the mix.
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