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 consequent gains here, even if they are smaller with triple and quad GPUs. The different SLI configurations also show very good performances although even in 2560x1600 simple SLI is enough.

The game does not support anti-aliasing 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 appreciable. Finally, while triple and quad SLI are neck and neck in 2560x1600, the former is ahead in 1920x1200.