Legit Video Card Reviews
XFX GeForce 8800GT 256MB XXX Edition Video Card Review
|Product:||GeForce 8800 GT 256MB Video Card|
|Date:||Fri, Dec 07, 2007 - 12:00 AM|
|Written By:||Nathan Kirsch -|
S.T.A.L.K.E.R.: Shadow of Chernobyl
S.T.A.L.K.E.R.: Shadow of Chernobyl uses the 'X-ray Engine' to power the graphics. It is a DirectX 8/9 Shader Model 3.0 graphics engine. Up to a million polygons can be on-screen at any one time, which makes it one of the more impressive engines on the market today. The engine features HDR rendering, parallax and normal mapping, soft shadows, widescreen support, weather effects and day/night cycles. As with other engines that utilize deferred shading (such as Unreal Engine 3 and CryENGINE2), the X-ray Engine does not support anti-aliasing with dynamic lighting enabled. However, a "fake" form of anti-aliasing can be enabled with the static lighting option; this format utilizes a technique to blur the image to give the false impression of anti-aliasing. The game takes place in a thirty square kilometer area, and both the outside and inside of this area is rendered to the same amount of detail.
Benchmark Results: At the default 1600x1200 game resolution with full dynamic lighting and maximum quality settings, I found that S.T.A.L.K.E.R.: Shadow of Chernobyl was more than playable on nearly all of the video cards. The XFX GeForce 8800 GT 256MB Alpha Dog XXX Edition graphics card took a pretty big performance hit compared to the XFX GeForce 8800 GT 512MB Alpha Dog. The 512MB version of the GeForce 8800 GT was running 97FPS, which is 60FPS more than what the 256MB version of the card can do at the same settings. The GeForce 8800 GT 256MB struggles to play this DirectX 9 game title that was one of the most hyped games early on in the year.
Next Page - Call of Juarez
Page 1 - The 256MB GeForce 8800 GT's Arrive!
Page 2 - The Bundle
Page 3 - The Test System
Page 4 - S.T.A.L.K.E.R.
Page 5 - Call of Juarez
Page 6 - World in Conflict
Page 7 - BioShock
Page 8 - Crysis
Page 9 - Call of Duty 4
Page 10 - 3DMark 2006
Page 11 - Lightsmark 2007
Page 12 - Power Consumption and Conclusions