Far Cry
Swamp @ 1280x1024

|
Min
|
Max
|
Ave
|
| No AA/AF |
13
|
36
|
28
|
| 4xAA/8xAF |
13
|
27
|
19
|
With AA/AF enabled and disabled, both cards struggle
a bit once we invaded the camp on the Swamp level. Once the area
was cleared of foes, the framerates improved drastically on without
AA/AF, but less so with it enabled. There is a fair amount of
foliage, and the therefore a lot of area to remove the jaggies.
Image Quality
Here we have a couple screenshots of AA/AF enabled
and disabled at 1280x1024. As you can see, given the fast paced
action, enabling these features is not really necessary, though
the game is playable with AA/AF on. As mentioned earlier, it does
bog down once multiple enemies appear, but that only happens with
about 6 to 7 on screen shooting at you.
Painkiller
City on Water @ 1280x1024

|
Min
|
Max
|
Ave
|
| No AA/AF |
31
|
73
|
47
|
| 4xAA/8xAF |
10
|
58
|
41
|
Despite the drop at the 45 second mark (got surprised by a couple
villains), even at 4xAA/8xAF, Painkiller was quite playable, though
the game did run more smoothly with those image enhancements disabled.
Image Quality
Painkiller is not as advanced as Doom 3 and even
Far Cry when it comes to the game engine, and as a result, you
can turn up the image quality and still get decent framerates.
There were not any problems that we could see during gameplay,
and the rendering of images seemed accurate.
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