Is the PCI version of the Radeon a lot slower than the AGP version?

Post Date: February 23rd, 2001
by
rob ART morgan, mad scientist

 

Many of you don't have an AGP port so you'll need a PCI version of the Radeon if you want more 2D or 3D speed. You ask me, "How much speed do I give up using the PCI version? Is AGP really that much faster?" The answer is, "It depends." It depends on what application you run. It can vary from "NO DIFFERENCE" to as much as "33% DIFFERENCE." Here's some 3D game data to illustrate the point.

First, Quake 3 Arena 1.17 running Demo001...

Here is Quake 3 Arena Beta 1.27g running Demo127...

 And now Unreal Tournament 436 running the "Wicked 400" demo file...

 

PERFORMANCE ANALYSIS

With just this limited testing, you can see that in certain cases the AGP version of the Radeon smokes the PCI version. Yet in others they are even in speed.

One way to account for the variation is the fact that Unreal was using RAVE or DirectX acceleration and Quake 3 Arena was using OpenGL.

Keep watching this page as I will be adding the results from testing the PCI version of the Radeon on a Blue'n'White Yosemite with 66Mhz PCI slot running a G4/500 upgrade and a 9600 with "older version" 33MHz PCI slot, slow bus, and a G4/500 upgrade.

As you can see, I threw in some Pentium 3 test results. Interesting that it shows its legendary game superiority running in DirectX mode with Unreal Tournament but becomes "mortal" when running OpenGL mode in Quake 3 1.17.

Note that the AGP Radeon equals or beats the GeForce2 MX in all 3 tests.

 

RELATED TESTS

Michael Breeden posted his comparison of the Radeon and GeForce2 MX using a G4/500.

 

TEST NOTES

Testing of the Macintosh boards was done on a Power Mac G4/533 and Power Mac G4/500 under Mac OS 9.1 with 512M of RAM.

The Pentium 3/866 had 512M of RAM and ran Windows ME.

Thanks to ATI Technologies, I was able to test both the AGP and PCI version of the RADEON along side the nVIDIA GeForce2 MX.

(I would have included the Voodoo5 5500 but with 3Dfx being bought out by nVIDIA, I didn't want to torture you with what might have been.)

QUAKE 3 DEMO1 -- Id's Quake 3 Arena (1.17) was set at 1024X768, 32 bit, with Maximum Geometric Detail, Maximum Texture Detail, Lighting Map, Trilinear Texture Filter. TEST METHOD: When the main screen appears, I press "~" and enter "timedemo 1" (return) and "~" once more. Then I click on DEMOS and run Demo001. Once it finishes and returns to the main screen, I press "~" once more to get the frames per second readout.

QUAKE 3 DEMO127 -- Quake 3 Arena Beta 1.27g was set at 1024X768, 32 bit, with Maximum Geometric Detail, Maximum Texture Detail, Lighting Map, Trilinear Texture Filter. TEST METHOD: When the main screen appears, I press "~" and enter "timedemo 1" and then "demo demo127" (return). Once it finishes and returns to the main screen, I press "~" once more to get the frames per second readout.

UNREAL WICKED 400 -- Unreal Tournament (436) was used with the Wicked400.dem document. Preferences were set to 1024x768, 32bit, High World Texture Detail, High Skin Detail, Minimum Frame Rate=0. TEST METHOD: TimeDemo statistics were turned on. Practice Session was selected. Instead of pressing the "shoot" key to start, I press the "~" key. When the console comes up, I enter "demoplay wicked400" (return or enter). Then press "~" again (to make console disappear. When the fight sequence is done and the words Unreal Tournament appear alone on the screen, I press "~" again to get the minimum, maximum, and average frames per second. Graph above is AVERAGE. (Wicked400.dem can be obtained from 3Dpulpit.com)

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