


With antialiasing, there’s an apparent limit of 60 frames per second (despite disabling vertical synchronization and the Unreal Engine 3-specific smooth frame rate, the limitation may be at the level of the processor). It’s interesting to note that testing with antialiasing enabled established a stepped ranking of all the cards at 1680*1050, with the same hierarchy as at 1920*1200. Only the GT200s could hit 60 fps; the 4850 had trouble staying ahead of the Radeon HD 3870 here, but at least it could play with antialiasing enabled, unlike its older brother. But it still wasn’t able to catch the 9800 GTX +, while remaining up to 26% behind (at 1920*1200 + filters), and 35% behind the Radeon HD 3870 X2 at 2560*1600.
Summary
- Introduction
- The Radeon HD 4000 Series
- Raw-power and Fill Rate Tests, Continued
- The Architecture in Detail
- Local and Global Data Share
- ROPs, Memory Controller
- Geometric Performances, PowerPlay
- Specifications
- Radeon HD 4850 (David) against 9800 GTX + (Goliath)
- The Test
- Flight Simulator X
- Call of Duty 4
- Test Drive Unlimited
- Crysis
- World in Conflict
- Supreme Commander
- Unreal Tournament III
- Mass Effect
- Race Driver: GRID
- Power Consumption
- Noise
- Temperatures
- The Bottom Line
- Conclusion
- Performance Recap
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