Rainbow Six : Vegas

The first PC game based on the Unreal Engine 3.0, Rainbow Six : Vegas is still a very resource heavy game. We measure performances in the introductory scene. The HDR mode is activated as it is more or less obligatory as without it banding is very noticeable. Shadows are set to “low” because a higher quality in this domain lowers performance too much in certain areas.

Originally designed for the Xbox 360, this game seems to have a natural affinity for the Radeon HD which has a similar architecture to the game console’s graphic chip. It’s the same for CrossFire which shows an almost perfect gain here. SLI and triple SLI also display very good performances although even in 2560x1600 SLI is already a big advantage.

The game does not support antialiasing but Nvidia has implemented it to drivers as it has done with Oblivion. This is contrary to AMD who unfortunately didn’t make this effort. In 2560x1600, triple SLI adds additional fluidity which is quite useful. Gains are relatively high on all levels in this game.