4xAA/16xAF
Call of Duty 4 – Direct3D



| Call of Duty 4 Performance 1600x1200x32 |
| Card | Min FPS | Max FPS |
| GeForce 8800 GTX SLI | 62 | 165 |
| GeForce 8800 Ultra | 44 | 84 |
| GeForce 8800 GTX | 42 | 79 |
| GeForce 8800 GTS 640MB SLI | 49 | 113 |
| GeForce 8800 GTS 640MB | 33 | 65 |
| GeForce 8800 GTS 320MB | 26 | 57 |
| Radeon X1950 Pro | 19 | 39 |
| GeForce 7900 GT | 12 | 22 |
| Radeon HD 2900 XT CrossFire | 36 | 61 |
| Radeon HD 2900 XT | 28 | 54 |
| Diamond Viper 2900 XT 1GB | 28 | 55 |
| Radeon X1950 XTX | 25 | 52 |
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Notes
The GeForce 8800 GTX and Ultra are able to pull even further away from the GeForce 8800 GTS 640MB once 4xAA is enabled. The GTX holds an advantage of 26% over the GTS 640MB. Under 4xAA, we also begin to see the limitations of the GeForce 8800 GTS 320MB. The card just doesn’t have enough memory to keep up with the 640MB board under 4xAA, falling behind by 14% at 1600x1200 and the margin increasing to 25% at 1920x1200. We couldn’t even run the card at 2560x1600. The Radeon HD 2900 XT cards continue to under perform, although again we have a strong suspicion that the driver is the culprit and not the architecture of the hardware itself. Once AMD has had time to tune for CoD 4 we expect the 2900 XT numbers to improve sharply. SLI continues to scale well, particularly for the 8800 GTX.