Summary: Since publishing our last 3D Performance with Far Cry article we've discovered that Far Cry uses 2.0 shaders in considerably fewer instances than we thought. In fact, most of the game can be rendered without reduced image quality on a GeForce4! In our second article we've explored the differences between the various shaders in greater detail with screenshots, we've also combined GeForce cards ranging from the GeForce4 Ti 4200 all the way up to the GeForce 6800 Ultra, 12 cards total. Even if you read the first article this is one story you may want to check out!
Lets clear up a few things…
After further analysis with Far Cry, it turns out the game isn’t quite the technological tour de force we suggested in part 1 of our 3D Performance with Far Cry article. In that article, we highlighted the game’s use of 2.0 shaders, and while these shaders are used in the game, it turns out that they’re not used as extensively as we suggested. In fact, from what we can tell, Far Cry mainly uses 1.1 shaders to achieve the jaw-dropping visuals we discussed in the intro.
All three cards were running in very high quality water mode. It turns out that Far Cry uses 1.1 shaders for rendering water, even in ultra high quality mode, which renders even more reflections on the water than the other modes: [image]
We confirmed the use of 1.1 shaders for water on both ATI and NVIDIA hardware, regardless of the generation of the graphics card. We also noted a bug on NVIDIA cards in ultra high quality mode involving the reflection of objects on the water: [image]
This bug was present on GeForce4 and GeForce FX with ForceWare 56.72, as well as NVIDIA’s upcoming GeForce 6800 Ultra with ForceWare 60.72. Recently there’s been some controversy surrounding a set of screenshots NVIDIA sent to the press involving shader model 3.0 and Far Cry. In the screenshots, NVIDIA provides a comparison of 1.1 shaders to 3.0 shaders. According to NVIDIA: “The following before-and-after images are from the CryEngine. Developer Crytek uses Shader Model 3.0 techniques (vs. 1.x shaders) to add more depth and realism to the scenes. Notice the more realistic look and feel when SM 3.0 is applied to the bricks and stones that make up the staircase. In the scene featuring the Buddha, the full image comes to life with the use of SM 3.0, with the technique applied to multiple objects.” (Editor’s Note: The preceding quote came directly from NVIDIA’s email to members of the press which accompanied the screenshots) : [image]
Clearly you can see that the water in NVIDIA’s screenshots doesn’t match the output we’ve just shown you using 1.1 shaders and NVIDIA’s GeForce4 GPU. In fact, they resemble Far Cry’s low quality water mode more than anything else (which also happens to use 1.1 shaders). As we discussed at length in our GeForce 6800 Ultra article, the main additions of shader model 3.0 are more instructions and dynamic looping/branching, which is designed to make life easier for content developers and can handle certain operations more efficiently than shader model 2.0 (we mentioned some examples in the preview article). In some cases this looping/branching can also bring improved performance, but can also hinder performance if coded improperly. The other main highlights of shader model 3.0 have been present in ATI’s DX9 hardware for some time now, with the exception of FP32 support. So what does Far Cry use 2.0 shaders for? Apparently just lighting, everything else is handled by 1.1 shaders. With this in mind, we’ve rounded up one dozen GeForce cards, ranging from the GeForce4 Ti 4200 to the GeForce 6800 Ultra. We’ve also run numbers comparing the performance of Far Cry 1.0 with Far Cry 1.1, which contains performance optimizations for GeForce FX cards. [image]
SIDEBAR: Far Cry Official Website
System Setup
Benchmarks
Far Cry 1.1
Far Cry – Direct3D
Notes
We see across the board performance improvements in Far Cry 1.1, especially for the GeForce FX 5900 family, where double digit gains were witnessed at all resolutions. Clearly if you have a GeForce FX card you’ll want to upgrade to Far Cry 1.1.
Far Cry – Direct3D
Notes
With 4xAA enabled we’re still seeing double-digit performance gains for the 5900 series of GeForce FX cards. Interestingly enough, we see slightly greater gains for the 5600 Ultra over the 5700 Ultra, while performance is also enhanced for the value cards, the 5200 and 5200 Ultra. Now lets open the field up to all of the cards, including the GeForce4 series.
Far Cry – Direct3D
Notes
The GeForce 6800 Ultra is CPU-limited at 800x600 and 1024x768 while the GeForce FX 5900 128MB and GeForce FX 5900 XT perform pretty closely. If you recall, the memory on the FX 5900 XT operates at 700MHz versus 850MHz on the GeForce FX 5900. The 5900 XT makes up for the difference by utilizing memory modules with lower timings, reducing latency and enhancing performance. The 5700 Ultra nearly commands a performance improvement of nearly 30% over its predecessor, 5600 Ultra, but with the 5900 XT delivering roughly 1.5 times the performance of GeForce FX 5900 XT at a similar price point it’s a tough sell for the GeForce FX 5700 Ultra.
Far Cry – Direct3D
Notes
Once again we’re CPU-limited at low resolutions with the 6800 Ultra while the 5950 Ultra versus 5900 Ultra battle and 5900 versus 5900 XT remain close. The GeForce4 cards also put up very respectable numbers in comparison to the other mainstream and value cards NVIDIA currently offers, although due remember that the DX9 cards are using 2.0 shaders for lighting while the GeForce4 cards aren’t.
Far Cry – Direct3D
Notes
Under the greater strain of 2xAA with 8xAF the mainstream cards like the GeForce FX 5600 is able to outperform GeForce4 Ti 4600. Considering the memory bandwidth advantage the Ti 4600 enjoys over the 5600, we feel this is largely due thanks to the more efficient Intellisample AA/AF engine found in GeForce FX 5600, which provides color and z-compression. The 5200 Ultra doesn’t feature Intellisample technology, but thanks to its greater memory bandwidth, it is largely able to keep up with GeForce FX 5600.
Far Cry – Direct3D
Notes
Without the presence of AF, the GeForce4 cards come roaring back against the mainstream and value GeForce FX offerings, competing closely with GeForce FX 5700 Ultra (although keep in mind that the GeForce FX cards are using 2.0 shaders while the GeForce4 isn’t). The battles between the high-end cards are less dramatic, with the 5950 Ultra maintaining a slim 3-5% lead over GeForce FX 5900 Ultra depending on the resolution with a similar margin separating the GeForce FX 5900 128MB from the GeForce FX 5900 XT. Of course, the GeForce 6800 Ultra continues to dominate all of them, nearly achieving a 2X performance improvement at 1280x1024 and 1600x1200.
Far Cry – Direct3D
Since Far Cry uses 1.1 shaders for a lot of its eye candy, those of you with GeForce4 Ti cards are probably holding on pretty tight to your video cards right now. They’ve served you well for the past two years, and even in “DX9” titles like Far Cry can deliver good visuals with acceptable performance, provided the fighting doesn’t get too intense and you leave the AA at a conservative level (read: 2xAA). Enabling 8xAF will probably put too much of a strain on the memory subsystem of these cards (at least with AA), which lack the more advanced compression technologies for dealing with AA and AF that is found in NVIDIA’s Intellisample technology. Based on our timeline, NVIDIA has adopted its next generation graphics architecture (GeForce 6800 Ultra) more rapidly than its two previous architectures. The gap between GeForce 256 and GeForce3 was just over 1.5 years, while GeForce3 and GeForce FX 5800 Ultra were separated by a little over two years. The 6800 Ultra should hit shelves a little over a year after GeForce FX 5800 Ultra/5200 Ultra and offers nearly a 2X performance improvement over NVIDIA’s GeForce FX 5950 Ultra, their previous high-end DX9 part that was introduced last Fall. Clearly NVIDIA pulled out all the stops for this card, but at $500 and the hefty power requirements it needs, will certainly be a card for the hardcore crowd. NVIDIA’s GeForce FX 5900 XT clearly offers the best price/performance ratio. These boards can be found for roughly $180 online, while GeForce FX 5900 128MB boards typically start around $200 at online retailers. We predicted this would happen in our first 5900 XT article, the eVGA e-GeForce FX 5900 SE review, as 5900 XT boards are cheaper for board partners like MSI, eVGA, and others to manufacture and offer most of the performance of GeForce FX 5900 128MB. On the high-end side it’s hard to really make any definitive recommendations right now. The GeForce 6800 Ultra offers a dramatic performance improvement over GeForce FX 5950 Ultra and 5900 Ultra, which suggests that the 12-pipeline GeForce 6800 could be a real contender in the $300 price range it’s designated for. It will also require less power than GeForce 6800 Ultra. Prices on 5950 Ultra and 5900 Ultra will likely fall quickly once this board debuts (not to mention ATI’s R420). In closing, Far Cry may not be quite as 2.0 shader heavy as initially believed, but it still delivers stunning visuals and solid gameplay. And after all, it’s supposed to be about the gameplay first and foremost right? SIDEBAR: Wish we had 6800 benchmarks for this article? We do too! What did you think of the GeForce4 and 5900 XT? NVIDIA will have a hard time delivering successors to these boards don’t you think? Speak up in the news comments and make your voice heard!
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