DirectX 8: Splintercell
Source: Tom's Guide US | Keywords: desktop, graphics, ambitions
- 1. Record Time For Development
- 2. The MR 9800's Details Spell The End Of The AGP Line
- 3. The MR 9800's Details Spell The End Of The AGP Line, Continued
- 4. MR 9800 Model Types
- 5. Test Setup
- 6. Test Setup, Continued
- 7. Dell Inspiron 9100 And Inspiron XPS: The Test Systems
- 8. Dell Inspiron 9100 And Inspiron XPS: The Test Systems, Continued
- 9. Benchmarks
- 10. Game Performance
- 11. DirectX 8: UT 2003
- 12. DirectX 8: UT 2003, Continued
- 13. OpenGL: Quake III Team Arena
- 14. DirectX 9: Aquamark
- 15. DirectX 8: Splintercell
- 16. Beside The Point: Sysmark2002 System Performance
- 17. Effect Of Powerplay Settings On Frame Rates
- 18. Battery Time, 3D Gaming And Mobilemark 2002
- 19. Effect Powerplay Settings On Battery Life
- 20. Conclusion: Genius Or Insanity?
15. DirectX 8: Splintercell
Splinter Cell is a real resource guzzler. Not only does it use very complex light and shadow effects but also pixel-shader effects (v1.1). Half the frame rate is determined by normal 3D calculations and half by shadow calculations.

While it was necessary with the Mobility Radeon 9800's predecessor to tone down the quality settings at higher screen resolutions in order to achieve acceptable frame rates, this is no longer an absolute necessity in the case of this chip.

However, if the quality settings are lowered, the notebook display rattles along almost as fast as the monitor of a very speedy desktop PC with Radeon 9800XT or Geforce FX 5900 Ultra. Systems with a Radeon 9600XT or a Geforce FX 5700 Ultra, however, get the short end of the stick.
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