XFX GeForce 8800 Ultra 650M Extreme

Written by Tim Smalley

June 15, 2007 | 12:45

Tags: #8800 #consumption #drop #efficiency #evaluation #extreme #frame #geforce #overclocking #performance #power #price #rate #review #xt

Companies: #nvidia #test #ultra #xfx

Quake 4

Publisher: Activision

We used the full retail version of Quake 4 patched to version 1.3.0. It's the fourth game in the Quake series, based on the technically sound Doom 3 engine. However, unlike Doom 3, we found that the game benefits from at least 2x anti-aliasing, and the experience with anti-aliasing at a slightly lower resolution was better than increasing the resolution with no AA applied.

Both anti-aliasing and anisotropic filtering were controlled from inside the game. When you select "High Quality" mode, 4xAF is automatically enabled, and when the "Ultra Quality" mode is enabled, 8xAF is automatically applied to the scene.

We used a custom-recorded demo from a section that represents fairly typical performance throughout the rest of the game. We set the in-game details to high quality and left Vsync disabled. Both anti-aliasing and anisotropic filtering were controlled inside the game using console commands. Anti-aliasing was adjusted using the "r_multisamples" cvar, while anisotropic filtering values were set using "image_anisotropy".

XFX GeForce 8800 Ultra 650M Extreme Quake 4 XFX GeForce 8800 Ultra 650M Extreme Quake 4

Quake 4

1600x1200 4xAA 8xAF, High Quality

  • Nvidia GeForce 8800 GTX 768MB SLI
  • ATI Radeon X1950 XTX 512MB CrossFire
  • BFGTech GeForce 8800 GTS OC 640MB SLI
  • EVGA e-GeForce 8800 Ultra Superclocked 768MB
  • XFX GeForce 8800 Ultra 650M Extreme
  • EVGA e-GeForce 8800 GTX KO Superclocked ACS³ 768MB
  • ATI Radeon HD 2900 XT 512MB CrossFire
  • Nvidia GeForce 8800 Ultra 768MB
  • Nvidia GeForce 8800 GTX 768MB
  • ATI Radeon HD 2900 XT 512MB
  • BFGTech GeForce 8800 GTS OC 640MB
    • 170.8
    • 155.8
    • 152.5
    • 149.6
    • 148.2
    • 142.1
    • 138.3
    • 138.2
    • 124.0
    • 120.5
    • 97.1
0
25
50
75
100
125
150
175
Frames Per Second
  • Average

Quake 4

1920x1200 4xAA 8xAF, High Quality

  • Nvidia GeForce 8800 GTX 768MB SLI
  • ATI Radeon X1950 XTX 512MB CrossFire
  • BFGTech GeForce 8800 GTS OC 640MB SLI
  • ATI Radeon HD 2900 XT 512MB CrossFire
  • EVGA e-GeForce 8800 Ultra Superclocked 768MB
  • XFX GeForce 8800 Ultra 650M Extreme
  • Nvidia GeForce 8800 Ultra 768MB
  • EVGA e-GeForce 8800 GTX KO Superclocked ACS³ 768MB
  • Nvidia GeForce 8800 GTX 768MB
  • ATI Radeon HD 2900 XT 512MB
  • BFGTech GeForce 8800 GTS OC 640MB
    • 162.3
    • 143.5
    • 141.4
    • 136.5
    • 129.5
    • 127.9
    • 122.4
    • 120.9
    • 110.9
    • 109.0
    • 85.5
0
25
50
75
100
125
150
175
Frames Per Second
  • Average

Quake 4

2560x1600 2xAA 8xAF, High Quality

  • Nvidia GeForce 8800 GTX 768MB SLI
  • ATI Radeon HD 2900 XT 512MB CrossFire
  • ATI Radeon X1950 XTX 512MB CrossFire
  • BFGTech GeForce 8800 GTS OC 640MB SLI
  • EVGA e-GeForce 8800 Ultra Superclocked 768MB
  • XFX GeForce 8800 Ultra 650M Extreme
  • Nvidia GeForce 8800 Ultra 768MB
  • EVGA e-GeForce 8800 GTX KO Superclocked ACS³ 768MB
  • Nvidia GeForce 8800 GTX 768MB
  • ATI Radeon HD 2900 XT 512MB
  • BFGTech GeForce 8800 GTS OC 640MB
    • 145.0
    • 128.9
    • 123.2
    • 115.0
    • 98.9
    • 97.7
    • 93.0
    • 86.8
    • 84.5
    • 82.0
    • 62.0
0
25
50
75
100
125
150
Frames Per Second
  • Average

Quake 4

2560x1600 4xAA 8xAF, High Quality

  • ATI Radeon HD 2900 XT 512MB CrossFire
  • Nvidia GeForce 8800 GTX 768MB SLI
  • BFGTech GeForce 8800 GTS OC 640MB SLI
  • EVGA e-GeForce 8800 Ultra Superclocked 768MB
  • XFX GeForce 8800 Ultra 650M Extreme
  • Nvidia GeForce 8800 Ultra 768MB
  • EVGA e-GeForce 8800 GTX KO Superclocked ACS³ 768MB
  • ATI Radeon HD 2900 XT 512MB
  • ATI Radeon X1950 XTX 512MB CrossFire
  • Nvidia GeForce 8800 GTX 768MB
  • BFGTech GeForce 8800 GTS OC 640MB
    • 119.6
    • 114.3
    • 83.4
    • 75.3
    • 74.4
    • 73.6
    • 70.1
    • 67.7
    • 66.3
    • 62.5
    • 43.8
0
25
50
75
100
125
Frames Per Second
  • Average

Okay, I've run out of words - let's have a look at power consumption...
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