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Sharky Extreme : February 9, 2012





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'Unreal' and 'Quake2' improve vastly with memory clock increments, percentage wise. The framerate at 110MHz memory clock expressed as a percentage of framerate at 190MHz memory clock is tabulated as shown:

'Unreal'

'Expendable'

'Quake2'

67%

74.5%

65%

32-bit rendering at 1024x768 is bandwidth limited with 'Unreal' and 'Quake2', albeit for different reasons. Other than the doubling of framebuffer and z-buffer bandwidth, which is to be expected, 'Unreal' uses textures that are, on average, of higher resolution. This increases texture bandwidth. 'Quake2', a simple game by 1999 standards, creates scenes at a much faster rate compared to 'Unreal' or 'Expendable'. This, in turn, produces a generalized increase in all aspects of bandwidth (framebuffer, z-buffer and texture). 'Expendable' is not bandwidth limited as texture load is lighter than that of 'Unreal'.

The graph shows 16 and 32-bit rendering on 'Unreal' and 'Expendable' at high resolution. Note that 16 and 32-bit trendlines, initially spread far apart, gradually converge as memory clock rises. In every instance, 'Unreal' incurs a greater performance penalty for 32-bit rendering than 'Expendable', in large part due to its heavier texture load. At high memory bandwidth, 'Expendable' offers practically 'free' 32-bit rendering. At a memory clock of 190 MHz, 32-bit frame rates expressed as a percentage of 16-bit rendering is as follows:

Game

16-bit

32-bit

percentage

Expendable

35.3

36

98.1%

Unreal

32.2

35.3

91.2%

Quake2

64.6

70.8

91.2%





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