3dfx Voodoo 5 5500 AGP Review

Quake 3 Benchmark Setup

Resolutions: 800x600, 1024x768, 1600x1200
Graphic mode: HIGH QUALITY
GL Driver: DEFAULT
GL extensions: ON
Color : 16 Bit
Full screen: ON
Lighting: LIGHTMAP
Geometric detail: HIGH
Texture detail: 4
Texture quality: 32 BIT
Texture Filter: BILINEAR
Game Options
Marks on walls: NO
Ejecting brass:  NO
Dynamic lighting: NO
Identify target: YES
High quality sky: YES

16 Bit Color

Benchmark Type 800x600 1024x768 1600x1200
Q3 Demo0001 No FSAA 109.5 99.0 42.5
Q3 Demo0002 No FSAA 108.0 101.5 43.0
Q3 Demo0001 2X FSAA 83.3 57.5 Not run
Q3 Demo0002 2X FSAA 84.5 58.6 Not run
Q3 Demo0001 4X FSAA 43.1 26.9 Not run
Q3 Demo0002 4X FSAA 43.5 27.2 Not run

32 Bit Color

Benchmark Type 800x600 1024x768 1600x1200
Q3 Demo0001 No FSAA 99.9 70.3 25.6
Q3 Demo0002 No FSAA 101.8 72.5 26.3
Q3 Demo0001 2X FSAA 47.1 33.7 Not run
Q3 Demo0002 2X FSAA 48.7 34.7 Not run
Q3 Demo0001 4X FSAA Not run Not run Not run
Q3 Demo0002 4X FSAA Not run Not run Not run

Without FSAA running, the Voodoo 5 5500 proved to be no match for a GeForce2 GTS. Its 1600x1200 score completes more with the older GeForce 256 than the new GTS. I knew the Voodoo 5 5500 was not going to be faster than a GeForce2 but I didn't expect a 20fps performance gap at 1600x1200 Quake 3.

With FSAA enable, performance takes quite a hit. At 1600x1200 it was so slow I didn't bother to let the demo finish. Then again, if you're running your games at 1600x1200, you don't need FSAA. It would seem the idea resolution to run would be 800x600 with 4X FSAA or 1024x768 with 2X FSAA. Both at  16 bit color.

Like the GeForece2 video cards, there is a big drop in frame rates when going to 32 bit color at high resolutions. 800x600x32 with 4X FSAA was so slow I didn't complete a benchmark. because, well, I got tired of waiting for it to finish. Let's just say that it's not a  playable option even with an 825Mhz P3.

Next  page: FSAA in action

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