Abit's Siluro GeForce 4 Ti 4200
A Sub $200 Power-House!

By - Robert Maloney
May 23, 2002

Our test system was comprised of a single i845 test bed with a Pentium 4 1.8GHz Northwood processor.  Details are listed here.

Hot Hardware's Test System
Intel Inside?  You betcha...

 
Common Hardware:
Transcend ABR4 (i845 DDR) S478 Pentium 4 Motherboard
Intel Pentium 4 1.8 GHz. Northwood
256MB of IBM DDR SDRAM
Western Digital 20GB ATA100 7200rpm Hard Drive
On-board PC-97 Sound
Windows XP Professional with Direct X 8.1

Video Cards:
Abit Siluro GeForce 4 Ti 4200 (64MB DDR)
Visiontek GeForce 3 Titanium 500 (64MB DDR)
Apollo ATI Radeon 8500LE (128MB DDR)

Drivers:
NVIDIA Detonator 4 Reference drivers, ver. 28.32
ATI Reference Drivers, ver. 7.67
 

Head-to-Head / Performance Progression Versus The Competition
Quake 3 Arena

 
Next up, we tried some OpenGL benchmarking with good ole Quake 3 Arena.

The two GeForce scores trounce the Radeon by 30+ frames per second at every resolution. While at first the Ti4200 seems to be keeping up with the Ti 4600, we have to mention that at this 1024x768, it is more of a limitation of the CPU than the graphics card. When we get up to 1600x1200, the Ti 4200 falls behind by 30 frames. Regardless, who would complain about 115+ frames per second at 1600X1200 resolution?

Anti-Aliasing Tests:

The general trend continues when we apply 2x and 4x anti-aliasing settings to get rid of the jaggies. Even at 1280x1024 with 4xAA, however, we get a respectable 50 fps out of Quake 3 with the GF4 Ti 4200.

Anisotropic Filtering:

Finally it is the Radeons moment in the sun. While neither GeForce card could come close to the Radeons numbers when Anisotropic filtering is enabled, they arent too far off from each other. We would like to offer one caveat; GeForce cards and Radeon each handle Anisotropic filtering differently, and a 32 or 64-tap setting for one card is not exactly the same as the others way of doing it.

In short, ATi has a selective process of super sampling textures that are most visible to the user and not other textures that wont benefit much from the filtering. NVIDIAs approach on the other hand super samples the entire scene and all textures. Image quality between the two methods however is very similar and this is a subjective topic of discussion that we wont get into here.

Serious Sam and Comanche 4