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Report : tri and quad GPU systems
by Damien Triolet
Published on May 28, 2008

S.T.A.L.K.E.R.

We carry out an identical movement and measure the framerate with fraps. The test was done in high quality, complete dynamic lighting, maximum details (anisotropic filtering 16x) and foliage shadows. S.T.A.L.K.E.R. uses an engine based on differed rendering, which is fundamentally incompatible with MSAA and makes the use of antialiasing impossible (at least this is what we thought). Either way, Nvidia ended up finding a way to apply it despite all of this! The 1.00005 patch is used.


CrossFire X shows interesting gains except for quad CrossFire in 2560x1600 which theoretically suffers from a lack of memory. Triple SLI is immune to this thanks to the 768 MB of the GeForce 8800 Ultras. Otherwise, the game systematically crashed when loading once Quad SLI was activated.


With FSAA 4x activated via Nvidia drivers, memory consumption increased while it was already very high to begin with. For this reason, cards equipped with only 512 MB (and therefore the 9800 GX2) are left behind in 1920x1200. In 2560x1600, the 768 MB of the GeForce 8800 Ultra are no longer enough. Finally, AMD does not offer anti-aliasing support in this game.

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