Quake 4
Publisher:
Activision
We used the full retail version of
Quake 4 patched to version 1.3.0. It is the fourth game in the
Quake series, based on the technically sound
Doom 3 engine. However, unlike
Doom 3, we found that the game benefits from at least 2x anti-aliasing, and the experience with anti-aliasing at a slightly lower resolution was better than increasing the resolution with no AA applied.
Both anti-aliasing and anisotropic filtering were controlled from inside the game. When you select "High Quality" mode, 4xAF is automatically enabled, and when the "Ultra Quality" mode is enabled, 8xAF is automatically applied to the scene.
We used a custom-recorded demo from a section that represents fairly typical performance throughout the rest of the game. We set the in-game details to high quality and left Vsync disabled. Both anti-aliasing and anisotropic filtering were controlled inside the game using console commands. Anti-aliasing was adjusted using the "r_multisamples" cvar, while anisotropic filtering values were set using "image_anisotropy".
Quake 4 was probably the game that we least expected to see some massive differences between the GeForce 8800 GTX and Ultra – even at 1600x1200 4xAA, there was an 11 percent performance increase. That gap increased to an impressive 17.7 percent at 2560x1600 4xAA, equating to an 11 fps increase in average frame rate.
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