Zotac GeForce 8800 GT 512MB AMP! Edition

Written by Tim Smalley

February 11, 2008 | 08:04

Tags: #512 #8800 #amp #benchmark #edition #factory #g92 #geforce #gt #overclock #overclocking #review #warranty

Companies: #nvidia #test #zotac

World in Conflict

Publisher: Sierra

We regard World in Conflict as one of the best real-time strategy games we've ever played. It's based on Microsoft's DirectX 10 API and, in collaboration with Nvidia's The Way It's Meant To Be Played developer support team, it incorporates some DirectX 10 specific graphics effects.

The first of these is a soft particle effect that removes the banding often found in particle effects like smoke, explosions, fire and debris - the effects simply didn't exist in the 3D world; instead, they were merely an add-on. With DirectX 10, the edges of the particle effects are much softer and banding is almost non-existent as the effects now interact with their 3D surroundings, as they're actually a part of the 3D world.

Additionally there are global cloud shadowing and volumetric lighting effects in the DirectX 10 version of the game. The latter is often referred to as 'god rays' and its implementation in World in Conflict interacts with the surroundings incredibly well. On the other hand, the former is where clouds cast shadows on the rest of the environment and, because all clouds in World in Conflict are volumetric and dynamic, the shadows cast by the clouds are rendered dynamically in DirectX 10 - they adjust in relation to the size, shape and orientation of the cloud in relation to the light source.

For our testing purposes, we used a full retail copy of the game and patched it to version 1.005, which includes a few fixes and some improved performance under DirectX 10. We used a manual run through from the Invasion level, which incorporates all of the effects we've discussed above. We chose not to use the built-in benchmark because it's largely CPU-limited. We used the "high" preset, and controlled anti-aliasing and anisotropic filtering via the advanced settings tab.

Zotac GeForce 8800 GT 512MB AMP! Edition World in Conflict Zotac GeForce 8800 GT 512MB AMP! Edition World in Conflict Zotac GeForce 8800 GT 512MB AMP! Edition World in Conflict

World in Conflict

1680x1050 2xAA 16xAF, High detail, DirectX 10

  • Nvidia GeForce 8800 Ultra 768MB
  • Nvidia GeForce 8800 GTX 768MB
  • BFGTech GeForce 8800 GTS 512MB OC
  • Zotac GeForce 8800 GT 512MB AMP! Edition
  • Nvidia GeForce 8800 GTS 512MB
  • Nvidia GeForce 8800 GT 512MB
  • ATI Radeon HD 3870 512MB CrossFire
  • ATI Radeon HD 3870 X2 1GB
  • Sapphire Radeon HD 3870 512MB ATOMIC
  • ATI Radeon HD 3870 512MB
    • 40.7
    • 31.0
    • 37.0
    • 29.0
    • 34.7
    • 20.0
    • 33.3
    • 25.0
    • 32.7
    • 20.0
    • 30.4
    • 20.0
    • 29.4
    • 7.0
    • 27.8
    • 4.0
    • 27.0
    • 20.0
    • 25.4
    • 19.0
0
10
20
30
40
Frames Per Second
  • Average
  • Minimum

World in Conflict

1920x1200 0xAA 16xAF, High detail, DirectX 10

  • Nvidia GeForce 8800 Ultra 768MB
  • ATI Radeon HD 3870 512MB CrossFire
  • Nvidia GeForce 8800 GTX 768MB
  • ATI Radeon HD 3870 X2 1GB
  • BFGTech GeForce 8800 GTS 512MB OC
  • Nvidia GeForce 8800 GTS 512MB
  • Zotac GeForce 8800 GT 512MB AMP! Edition
  • Sapphire Radeon HD 3870 512MB ATOMIC
  • Nvidia GeForce 8800 GT 512MB
  • ATI Radeon HD 3870 512MB
    • 37.3
    • 29.0
    • 36.4
    • 17.0
    • 35.8
    • 28.0
    • 35.8
    • 16.0
    • 35.7
    • 21.0
    • 35.0
    • 21.0
    • 33.9
    • 19.0
    • 32.6
    • 23.0
    • 31.1
    • 19.0
    • 30.9
    • 18.0
0
10
20
30
40
Frames Per Second
  • Average
  • Minimum

World in Conflict

1920x1200 2xAA 16xAF, High detail, DirectX 10

  • Nvidia GeForce 8800 Ultra 768MB
  • ATI Radeon HD 3870 512MB CrossFire
  • ATI Radeon HD 3870 X2 1GB
  • Nvidia GeForce 8800 GTX 768MB
  • BFGTech GeForce 8800 GTS 512MB OC
  • Nvidia GeForce 8800 GTS 512MB
  • Zotac GeForce 8800 GT 512MB AMP! Edition
  • Nvidia GeForce 8800 GT 512MB
  • Sapphire Radeon HD 3870 512MB ATOMIC
  • ATI Radeon HD 3870 512MB
    • 36.2
    • 29.0
    • 34.3
    • 9.0
    • 33.8
    • 5.0
    • 32.9
    • 25.0
    • 30.1
    • 18.0
    • 29.8
    • 18.0
    • 29.7
    • 18.0
    • 27.5
    • 17.0
    • 23.2
    • 18.0
    • 21.9
    • 17.0
0
10
20
30
40
Frames Per Second
  • Average
  • Minimum

World in Conflict

2560x1600 0xAA 16xAF, High detail, DirectX 10

  • ATI Radeon HD 3870 512MB CrossFire
  • ATI Radeon HD 3870 X2 1GB
  • Nvidia GeForce 8800 Ultra 768MB
  • Nvidia GeForce 8800 GTX 768MB
  • BFGTech GeForce 8800 GTS 512MB OC
  • Nvidia GeForce 8800 GTS 512MB
  • Zotac GeForce 8800 GT 512MB AMP! Edition
  • Nvidia GeForce 8800 GT 512MB
  • Sapphire Radeon HD 3870 512MB ATOMIC
  • ATI Radeon HD 3870 512MB
    • 32.6
    • 10.0
    • 32.1
    • 9.0
    • 31.8
    • 24.0
    • 28.9
    • 24.0
    • 26.9
    • 15.0
    • 26.2
    • 14.0
    • 25.0
    • 19.0
    • 24.3
    • 17.0
    • 21.8
    • 9.0
    • 20.3
    • 9.0
0
5
10
15
20
25
30
35
Frames Per Second
  • Average
  • Minimum

World in Conflict is another title where the Zotac GeForce 8800 GT AMP! Edition trades blows with the GeForce 8800 GTS 512MB. It turns out to be slower when anti-aliasing is disabled, but when it's enabled the slight memory bandwidth and pixel fill rate advantages appear to work out in its favour and make up for the shader horsepower deficit. However, the card isn't exactly faster than the GeForce 8800 GTS 512MB – it's faster by a couple of percentage points when 2xAA is enabled at 1680x1050, while there's just 0.1fps between the two at 1920x1200 with 2xAA.
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