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Connect3D Radeon 9700 Pro 128MB
Author : Wayne Date : 26th September 2002
...Product Connect3D Radeon 9700 Pro
...Manufacturer Connect3D
...Supplier The Overclocking Store
...Price £287.86 (inc. VAT)

 

 

Test System :

Epox 8K3A+ Mainboard
256MB Corsair XMS3200 CAS2
AMD AthlonXP 2100+ (not overclocked)
Windows XP Pro
7.75 Catalyst (shipping) Drivers

Direct3D Performance :

We're fast approaching the time when just about any kind of benchmark is almost pointless. At last we're seeing the push towards image quality and feature sets rather than pure framerate though to some degree you can never have one without the other. I've heard lots of gripes about the merits of 3DMark as a true reflection of real world performance and to be honest (flames incoming) I think this is total bull! As an isolated test of performance 3DMark is as valid as any game you can buy off the shelf would be. The key to what I said is "in isolation". 3DMark is built around an actual game engine and features polygons, textures, overdraw and all the other things you're likely to find in your favourite game. Yes there'll be times when your 3DMark score goes down and the framerate in your favourite game goes up and there'll also be times it happens the other way around but that I'm afraid is the nature of your typical 3D engine. Nor will it expose every bug you're likely to find in your favourite title but conversely it may uncover a bug that doesn't affect your favourite title. No single game, benchmark or 3 hour session with FRAPS enabled will give you the whole picture but as a method of feature performance comparison it's as good as anything around.

First off I ran the default benchmark (1024x768) with the slider set for performance. That's quite a score but probably not as high as I'd have seen if I were running on an Intel platform which certainly seems to favour ATi cards.


3DMark 2001SE Build330 - Default

Taking a quick look at the image quality from the run I made at the performance setting we can see the Radeon 9700 doesn't shape up too well against the reference image. Having said that the reference image is rendered in software and with no idea what the equivalent settings would be we can't draw any conclusions from this. If you take a look at the road texture just behind the rear left wheel and the number plate you can see the reference image is considerably sharper which suggests it was rendered using some level of anistropic filtering enabled. We'll go back and look at this comparison again later when we test out the anistropic filtering performance.

Radeon9700 (Performance Setting)
Reference Image

On the lobby test where the subject is much closer to the viewpoint image quality is very impressive indeed considering we're using no AA or AF. .


Click For a Larger Image

Lobby Reference Comparison :

Even when we subtract the 9700's image from the reference image we can see the two are very similar. The black areas below show areas of no differences in the two while the lighter areas highlight the changes from one to the other. I have to come clean here and say this is much better the Ti4600 did when we performed the same comparison.


Click For a Larger Image

And to prove the 9700's not all looks and no muscle here's how it performed at various resolutions, again using the performance settings. 11677 at 1280x1024 is quite a showing and leaves me in no doubt that the 9700 is simply untouchable at this moment in time.

 

Grand Prix 4 AntiAliasing Quality :

AntiAliasing is no longer a gimmick that's included to liven up the box specs but unlikely to be used. More and more gamers are now at the point where they simply wouldn't consider firing up there favourite game without some level of AA applied. After a few days seeing it in action I have to admit that the 9700's anti-aliasing is as good as I've seen to date and probably better. Textures remain fairly sharp at all levels and in action it's very effective. Here's a few screenshots from Geoff Crammond's Grand Prix 4 to pour over.

No AA (Click)
2x AA (Click)
4x AA (Click)
6x AA (Click)

 

No AA
2x AA
4x AA
6x AA

I was able to pay GP4 at 1280x1024 with 4xAA and 4xAF enabled and the details maxed out with no problems at all, and boy did it look good! I can actually notch up another point to ATi because on the GeForce4 Ti4600 GP4 refuses to exit the game in the normal way without dropping me into a frozen black screen, the 9700 however caused no such problems and exited perfectly back to the desktop. It's a long time since I've found a good reason to praise ATi's drivers! Unfortunately they're not all good but more on that later.

I'm guessing from looking at the gantry to the left of the screenshots below that the 9700 isn't ani-aliasing textures with transparency (alpha channel) data. It's also worth noting that although there doesn't seem to be a huge amount of difference between 4xAA and 6xAA there is a perceivable increase in texture detail using 6xAA. You may just be able to see this is you look at the difference between the steps (I think they were steps) in the center of the frame. You'll see the individual steps are more defined under 6xAA than with 4xAA.

No AA
2x AA
4x AA
6x AA

 

No AA
2x AA
4x AA
6x AA

Despite all the advances in technology the days of free AntiAliasing are not with us yet and even the mighty 9700 takes quite a hit when you flip the AA switch. It still remains a fine performance but on future titles the need to balance IQ and performance will remain a consideration.

 

Anistropic Filtering :

There a still a surprising number of people who don't understand and therefor don't use anistropic filtering. I don't want to start lecturing these people on the technicalities involved other than to say it uses better quality textures for surfaces that aren't square to the point of viewing (viewport). In a corridor for example all the surfaces, floor, ceiling and both walls are angled from the viewer's perspective and normally lower and lower quality textures would be used as the floor, ceiling and walls get further away from the point of viewing. The level of anisotropic filtering set alters how far into the distance higher quality textures are applied so with 2xAF (Anistropic Filtering) enabled the corridor textures might be high quality up to around 20 feet ahead of you while with 16xAF enabled the textures might be good for as far down the corridor as you can see.

Even a fairly humble 2xAF setting can bring considerable benefits. Remember I mentioned the fuzzy registration plate further up the page? Well here's what happens to it when we enable 2xAF.

No Anistropic Filtering
2x Anistropic Filtering

Even the far fog light becomes visible on the bumper and if you look at the ground texture bottom left you'll notice it looks considerably better.

Below are some strips from the 3DMark image quality screens that demonstrate the 9700's anistropic filtering. Unlike with the 8500 it's great to see no missing shadows or disappearing details, the only thing that alters is the texture quality.

NoAF
2xAF
4xAF
8xAF
16xAF

And if we look at the 3DMark scores with the various levels of AF enabled we can see that the performance hot is more than acceptable, not free but damned impressive....or is it?

Well NVIDIA would argue quite correctly that in the past ATi have only allowed anistropic filtering to be used in conjunction with bilinear filtering while NVIDIA's anistropic filtering uses higher quality trilinear filtering. Remember the performance/quality option above the anitropic filtering level slider? Well with that set to quality it's now possible to use a combination of trilinear filtering and anistropic filtering at the same time. The benefits vary depending on the type of textures used but if you look at the face of the control panels below, particularly the higher of the two, you should be able to make out that the trilinear filtered panels are sharper.

Anistropic Performance
(Bilinear Filtering)
Anistropic Quality
(Trilinear Filtering)

Unfortunately when anistropic filtering is combined with trilinear filtering the performance hit is increased by a fair amount, in fact we see a drop of around 1000 3DMarks at each setting which is not entirely surprising. You've still got to be impressed with the performance though even allowing for this!

 

Code Creatures :

Code Creatures is tough benchmark for any system, in fact how the hell they hoped to build a game around it at the time of release in anybody's guess. I still look forward to the day when something can manage a 30FPS average across all three resolutions but the best is never quite good enough is it?


Radeon 9700 Pro

 


GeForce 4 Ti4600

VillageMark 16bit Colour :

VillageMark is a quick and clean bench designed originally to show off the Kyro graphics card. You're taken on a flight along village streets which by their very nature feature a heap of overdraw (hidden scenery). Interestingly the 9700 offered identical performance at both 16 and 32bit though I can't imagine for one minute anybody is planning on running anything in 16bit with a card like this!

VillageMark 32bit Colour :

TempleMark 32bit Colour :

TempleMark does pretty much the same thing VillageMark does but uses 6 layer multitexturing rather than 3.

 

There is some kind of multi-texturing bug buried in the drivers somewhere though and though I saw a couple of examples of this here's a perfect demonstration of the problem in action. The first shot shows a scene rendered using the Radeon 8500 while the second shows the same scene rendered on the 9700.


Radeon 8500

 


Radeon 9700

Driver glitches happen, there's no getting away from that but even today you get the distinct feeling that every advance ATi's engineering team make gets wiped out by the attention ATi's driver dev team attract from some of the rather raw code they release. Sure Catalyst looks better and is easier to navigate but the fact remains that the shipping drivers lacked TRUFORM while the latest release includes TRUFORM but the SmartGart Control Panel has been disabled. If somebody could just get a rocket under ATi's driver development team they'd undoubtedly gain an extra level of respect, not least from games developers.

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