Due to the request of some of our readers, we've decided to further clarify some of our benchmarking procedures even further than what we previously had stated. Below are some specific details from the benchmarks we used for testing of the 7800GTX and 6600GT. In all of these benchmarking scenarios, each test was ran twice and the average of the two results was used. During the testing, everything in our labs was closely maintained to ensure accuracy. When setting the different antialiasing features, we used nvidia-settings to override the application defaults.
The first benchmark to take stand in this article was Return to Castle Wolfenstein: Enemy Territory (v2.60). For this game, which is based on the original Quake 3 engine, we used it mainly to test the antialiasing features on both the 6600GT and 7800GTX. The different antialiasing features were tested at 1280 x 1024 and 1600 x 1200. The different settings we used throughout the Enemy Territory benchmarking was 1280 x 1024 no AA/AF, 1280 x 1024 4x Bilinear antialiasing and 4x Anisotropic Filtering, 1280 x 1024 16x antialiasing, 1280 x 1024 16x antialiasing and 4x Anisotropic Filtering, 1600 x 1200 no AA/AF, and 1600 x 1200 4x Bilinear antialiasing and 4x Anisotropic Filtering. The display settings maintained throughout all testing was 32-bit color depth, high geometric detail, high texture detail, 32-bit texture quality, trilinear texture filtering, 24-bit depth buffer, and single pass dynamic lighting. In all six of these Enemy Territory benchmarks, we used a timed demo kindly provided by 3dcenter.de, which takes place on the ET Railgun map. To initiate the demo after placing it in the etmain/demos folder we commenced the timed demo benchmark by entering timedemo 1 and demo railgun into the Enemy Territory console.
For the Unreal Tournament 2004 Demo (3334) we used UMark for Linux Beta 3 to complete this benchmarking task. Our goal of the UT2k4 benchmark was to compare the performance at a variety of different resolutions. With the 6600GT and 7800GTX, we benchmarked Unreal Tournament 2004 at 800 x 600, 1024 x 768, 1280 x 1024, and 1600 x 1200. Throughout all of the different benchmark runs, we used 12 bots, dm-rankin map, and high image quality for the detail level.
The last benchmark we'll be using today in the NVIDIA GeForce 7800GTX Linux Preview is id Software's Doom 3 (1.3.1302). With Doom 3, we ran it at 1024 x 768 Low Quality, 1024 x 768 High Quality, and 1024 x 768 Ultra Quality. On with some antialiasing action, we also ran Doom 3 at 1280 x 1024 High Quality with 2x antialiasing/2x Anisotropic Filtering, 4x 9-tap Gaussian antialiasing/8x Anisotropic Filtering, and 16x antialiasing/8x Anisotropic Filtering.