GeForce4Ti4400 vs GeForce3

 今回はGeForce4Tiシリーズの中で一番買われるであろう?GeForce4Ti4400とGeForce3とを比べて、GeForce3から乗り換える価値が
あるのがどうかを検証していきたいと思う。
 GeForce4Ti4400は、コアクロック/メモリークロックが275/550のGeForce4Tiであり、今現在(2002/3/下旬)の価格は4万前後から5万
と最新チップらしい値段がついている。
 GeForce4Tiシリーズ(NV25)はFSAA機能が強化されたという話が出ているので、今回は多めにFSAA比較ベンチをのせていこうと思う。

 テスト環境

 CPU : Pentium4 1.7GHz
 MEMORY : RDRAM 256MB
 M/B : ASUS P4T (i850)
 OS : WinMe + DirectX8.1

 なお、GeForce4Ti4400、GeForce3(コアクロック/メモリークロック 200/460)とも定格動作で測定し、ドライバーは27.50を使用。

(1) 3DMARK2000 ver1.1

左側の結果がGeForce4Ti4400、右側の結果がGeForce3のものである。

   1. 1024×768 16ビットカラー Direct3D T&L使用

3DMark Result 9569 3D marks 8757 3D marks 
CPU Speed 609 CPU 3D marks 610 CPU 3D marks
Game 1 - Helicopter - Low Detail 169.5 FPS 166.9 FPS
Game 1 - Helicopter - Medium Detail 129.0 FPS 126.6 FPS
Game 1 - Helicopter - High Detail 101.7 FPS 81.6 FPS
Game 2 - Adventure - Low Detail 239.5 FPS 199.2 FPS
Game 2 - Adventure - Medium Detail 98.9 FPS 97.1 FPS
Game 2 - Adventure - High Detail 58.8 FPS 58.3 FPS
Fill Rate (Single-Texturing) 1061.2 MTexels/s 694.4 MTexels/s
Fill Rate (Multi-Texturing) 2096.9 MTexels/s 1357.3 MTexels/s
High Polygon Count (1 Light) 30449 KTriangles/s 18660 KTriangles/s
High Polygon Count (4 Lights) 16498 KTriangles/s 11344 KTriangles/s
High Polygon Count (8 Lights) 11004 KTriangles/s 6532 KTriangles/s
8MB Texture Rendering Speed 703.0 FPS 553.2 FPS
16MB Texture Rendering Speed 410.8 FPS 415.1 FPS
32MB Texture Rendering Speed 227.6 FPS 234.5 FPS
64MB Texture Rendering Speed 118.8 FPS 121.6 FPS
Bump Mapping (Emboss, 3-pass) 388.9 FPS 333.0 FPS
Bump Mapping (Emboss, 2-pass) 540.6 FPS 459.4 FPS
Bump Mapping (Emboss, 1-pass) 897.8 FPS 751.8 FPS
Bump Mapping (Environment) 649.3 FPS 468.5 FPS

   2. 1024×768 32ビットカラー Direct3D T&L使用

3DMark Result 9370 3D marks 8528 3D marks 
CPU Speed n/a n/a
Game 1 - Helicopter - Low Detail 166.5 FPS 168.3 FPS
Game 1 - Helicopter - Medium Detail 127.9 FPS 126.4 FPS
Game 1 - Helicopter - High Detail 99.4 FPS 78.1 FPS
Game 2 - Adventure - Low Detail 228.8 FPS 183.1 FPS
Game 2 - Adventure - Medium Detail 99.2 FPS 96.5 FPS
Game 2 - Adventure - High Detail 59.0 FPS 58.2 FPS
Fill Rate (Single-Texturing) 729.6 MTexels/s 552.5 MTexels/s
Fill Rate (Multi-Texturing) 2084.5 MTexels/s 1214.6 MTexels/s
High Polygon Count (1 Light) 29145 KTriangles/s 17838 KTriangles/s
High Polygon Count (4 Lights) 16358 KTriangles/s 11037 KTriangles/s
High Polygon Count (8 Lights) 10820 KTriangles/s 6457 KTriangles/s
8MB Texture Rendering Speed 693.9 FPS 447.6 FPS
16MB Texture Rendering Speed 625.8 FPS 429.2 FPS
32MB Texture Rendering Speed 406.9 FPS 372.9 FPS
64MB Texture Rendering Speed 224.4 FPS 231.2 FPS
Bump Mapping (Emboss, 3-pass) 342.0 FPS 257.5 FPS
Bump Mapping (Emboss, 2-pass) 447.9 FPS 339.0 FPS
Bump Mapping (Emboss, 1-pass) 724.5 FPS 530.5 FPS
Bump Mapping (Environment) 544.9 FPS 389.4 FPS

   3. 1600×1200 16ビットカラー Direct3D T&L使用

3DMark Result 7697 3D marks 5597 3D marks 
CPU Speed 611 CPU 3D marks 605 CPU 3D marks
Game 1 - Helicopter - Low Detail 144.8 FPS 102.6 FPS
Game 1 - Helicopter - Medium Detail 110.4 FPS 79.7 FPS
Game 1 - Helicopter - High Detail 66.4 FPS 44.4 FPS
Game 2 - Adventure - Low Detail 165.3 FPS 106.3 FPS
Game 2 - Adventure - Medium Detail 95.6 FPS 80.1 FPS
Game 2 - Adventure - High Detail 58.8 FPS 53.4 FPS
Fill Rate (Single-Texturing) 1081.0 MTexels/s 743.1 MTexels/s
Fill Rate (Multi-Texturing) 2153.0 MTexels/s 1444.7 MTexels/s
High Polygon Count (1 Light) 24044 KTriangles/s 15193 KTriangles/s
High Polygon Count (4 Lights) 15441 KTriangles/s 10055 KTriangles/s
High Polygon Count (8 Lights) 10352 KTriangles/s 6263 KTriangles/s
8MB Texture Rendering Speed 383.8 FPS 252.3 FPS
16MB Texture Rendering Speed 351.2 FPS 243.3 FPS
32MB Texture Rendering Speed 227.6 FPS 207.9 FPS
64MB Texture Rendering Speed 118.5 FPS 123.3 FPS
Bump Mapping (Emboss, 3-pass) 229.9 FPS 154.0 FPS
Bump Mapping (Emboss, 2-pass) 316.6 FPS 213.9 FPS
Bump Mapping (Emboss, 1-pass) 528.0 FPS 363.1 FPS
Bump Mapping (Environment) 288.6 FPS 213.1 FPS

   4. 1600×1200 32ビットカラー Direct3D T&L使用

3DMark Result 6939 3D marks 5079 3D marks 
CPU Speed n/a n/a
Game 1 - Helicopter - Low Detail 135.6 FPS 95.8 FPS
Game 1 - Helicopter - Medium Detail 102.7 FPS 73.7 FPS
Game 1 - Helicopter - High Detail 60.5 FPS 41.1 FPS
Game 2 - Adventure - Low Detail 131.8 FPS 87.4 FPS
Game 2 - Adventure - Medium Detail 90.1 FPS 74.0 FPS
Game 2 - Adventure - High Detail 57.5 FPS 51.1 FPS
Fill Rate (Single-Texturing) 716.3 MTexels/s 550.2 MTexels/s
Fill Rate (Multi-Texturing) 2147.2 MTexels/s 1336.2 MTexels/s
High Polygon Count (1 Light) 21608 KTriangles/s 13192 KTriangles/s
High Polygon Count (4 Lights) 14733 KTriangles/s 9277 KTriangles/s
High Polygon Count (8 Lights) 9904 KTriangles/s 5997 KTriangles/s
8MB Texture Rendering Speed 296.1 FPS 191.8 FPS
16MB Texture Rendering Speed 288.1 FPS 182.7 FPS
32MB Texture Rendering Speed 268.8 FPS 169.0 FPS
64MB Texture Rendering Speed 217.2 FPS 106.5 FPS
Bump Mapping (Emboss, 3-pass) 160.7 FPS 112.9 FPS
Bump Mapping (Emboss, 2-pass) 216.5 FPS 152.5 FPS
Bump Mapping (Emboss, 1-pass) 352.4 FPS 238.8 FPS
Bump Mapping (Environment) 237.7 FPS 168.0 FPS

 1024x768ではCPUの限界かあまりスコアに大差がないが、1600x1200になると大きく差が出ている。
特に高負荷時(High Detail)の差が大きい。
 興味深いのは、GeForce4Ti4400においては、16bitから32bitのFill Rate (Single-Texturing)の結果の落ち方が
そこそこ大きいことと、GeForce4Ti4400はHigh Polygon CountのスコアがGeForce3と比べて大幅にアップしている
ことである。

   5. 1024×768 16ビットカラー Direct3D T&L使用 FSAAx2 

3DMark Result 9317 3D marks 7093 3D marks 
CPU Speed 621 CPU 3D marks 586 CPU 3D marks
Game 1 - Helicopter - Low Detail 176.0 FPS 140.7 FPS
Game 1 - Helicopter - Medium Detail 134.9 FPS 108.5 FPS
Game 1 - Helicopter - High Detail 94.5 FPS 63.4 FPS
Game 2 - Adventure - Low Detail 211.8 FPS 133.7 FPS
Game 2 - Adventure - Medium Detail 99.8 FPS 88.5 FPS
Game 2 - Adventure - High Detail 59.5 FPS 56.2 FPS
Fill Rate (Single-Texturing) 626.3 MTexels/s 370.5 MTexels/s
Fill Rate (Multi-Texturing) 2085.8 MTexels/s 784.1 MTexels/s
High Polygon Count (1 Light) 28470 KTriangles/s 13040 KTriangles/s
High Polygon Count (4 Lights) 16421 KTriangles/s 9522 KTriangles/s
High Polygon Count (8 Lights) 10739 KTriangles/s 6044 KTriangles/s
8MB Texture Rendering Speed 567.0 FPS 241.1 FPS
16MB Texture Rendering Speed 429.1 FPS 242.1 FPS
32MB Texture Rendering Speed 244.3 FPS 209.7 FPS
64MB Texture Rendering Speed 129.1 FPS 123.9 FPS
Bump Mapping (Emboss, 3-pass) 337.3 FPS 185.0 FPS
Bump Mapping (Emboss, 2-pass) 449.0 FPS 226.2 FPS
Bump Mapping (Emboss, 1-pass) 733.2 FPS 297.8 FPS
Bump Mapping (Environment) 541.7 FPS 245.2 FPS

   6. 1024×768 32ビットカラー Direct3D T&L使用 FSAAx2

3DMark Result 8228 3D marks 5569 3D marks 
CPU Speed n/a n/a
Game 1 - Helicopter - Low Detail 168.2 FPS 107.1 FPS
Game 1 - Helicopter - Medium Detail 124.3 FPS 85.4 FPS
Game 1 - Helicopter - High Detail 77.5 FPS 51.2 FPS
Game 2 - Adventure - Low Detail 161.9 FPS 91.4 FPS
Game 2 - Adventure - Medium Detail 94.9 FPS 77.0 FPS
Game 2 - Adventure - High Detail 58.9 FPS 52.1 FPS
Fill Rate (Single-Texturing) 356.9 MTexels/s 257.4 MTexels/s
Fill Rate (Multi-Texturing) 1752.2 MTexels/s 689.2 MTexels/s
High Polygon Count (1 Light) 24491 KTriangles/s 12058 KTriangles/s
High Polygon Count (4 Lights) 15696 KTriangles/s 8993 KTriangles/s
High Polygon Count (8 Lights) 10203 KTriangles/s 5822 KTriangles/s
8MB Texture Rendering Speed 346.5 FPS 159.6 FPS
16MB Texture Rendering Speed 341.5 FPS 158.3 FPS
32MB Texture Rendering Speed 314.4 FPS 150.8 FPS
64MB Texture Rendering Speed 235.6 FPS 121.8 FPS
Bump Mapping (Emboss, 3-pass) 187.6 FPS 111.5 FPS
Bump Mapping (Emboss, 2-pass) 250.0 FPS 139.0 FPS
Bump Mapping (Emboss, 1-pass) 409.4 FPS 192.4 FPS
Bump Mapping (Environment) 383.2 FPS 183.4 FPS

   7. 1024x768 16ビットカラー Direct3D T&L使用 FSAAx4

3DMark Result 6798 3D marks 5339 3D marks 
CPU Speed 597 CPU 3D marks 511 CPU 3D marks
Game 1 - Helicopter - Low Detail 134.5 FPS 104.4 FPS
Game 1 - Helicopter - Medium Detail 103.5 FPS 79.9 FPS
Game 1 - Helicopter - High Detail 62.0 FPS 42.4 FPS
Game 2 - Adventure - Low Detail 122.8 FPS 92.4 FPS
Game 2 - Adventure - Medium Detail 87.0 FPS 74.9 FPS
Game 2 - Adventure - High Detail 56.6 FPS 50.9 FPS
Fill Rate (Single-Texturing) 293.3 MTexels/s 213.2 MTexels/s
Fill Rate (Multi-Texturing) 871.0 MTexels/s 631.4 MTexels/s
High Polygon Count (1 Light) 19397 KTriangles/s 7425 KTriangles/s
High Polygon Count (4 Lights) 13824 KTriangles/s 6955 KTriangles/s
High Polygon Count (8 Lights) 9194 KTriangles/s 5328 KTriangles/s
8MB Texture Rendering Speed 199.9 FPS 159.9 FPS
16MB Texture Rendering Speed 202.1 FPS 162.1 FPS
32MB Texture Rendering Speed 184.7 FPS 151.3 FPS
64MB Texture Rendering Speed 123.6 FPS 112.9 FPS
Bump Mapping (Emboss, 3-pass) 141.0 FPS 112.3 FPS
Bump Mapping (Emboss, 2-pass) 172.4 FPS 138.9 FPS
Bump Mapping (Emboss, 1-pass) 236.8 FPS 190.0 FPS
Bump Mapping (Environment) 228.8 FPS 178.0 FPS

   8. 1024×768 32ビットカラー Direct3D T&L使用 FSAAx4

3DMark Result 5196 3D marks 3358 3D marks 
CPU Speed n/a n/a
Game 1 - Helicopter - Low Detail 99.8 FPS 61.1 FPS
Game 1 - Helicopter - Medium Detail 78.9 FPS 49.7 FPS
Game 1 - Helicopter - High Detail 45.4 FPS 29.7 FPS
Game 2 - Adventure - Low Detail 84.3 FPS 50.7 FPS
Game 2 - Adventure - Medium Detail 72.9 FPS 48.6 FPS
Game 2 - Adventure - High Detail 51.7 FPS 40.0 FPS
Fill Rate (Single-Texturing) 173.9 MTexels/s 119.2 MTexels/s
Fill Rate (Multi-Texturing) 669.7 MTexels/s 454.7 MTexels/s
High Polygon Count (1 Light) 14520 KTriangles/s 6560 KTriangles/s
High Polygon Count (4 Lights) 11260 KTriangles/s 6203 KTriangles/s
High Polygon Count (8 Lights) 8112 KTriangles/s 4907 KTriangles/s
8MB Texture Rendering Speed 137.4 FPS 81.8 FPS
16MB Texture Rendering Speed 137.4 FPS 81.8 FPS
32MB Texture Rendering Speed 132.7 FPS 80.0 FPS
64MB Texture Rendering Speed 132.0 FPS 54.5 FPS
Bump Mapping (Emboss, 3-pass) 89.6 FPS 60.2 FPS
Bump Mapping (Emboss, 2-pass) 113.7 FPS 75.4 FPS
Bump Mapping (Emboss, 1-pass) 161.9 FPS 103.4 FPS
Bump Mapping (Environment) 160.6 FPS 102.6 FPS

 FSAAを用いたときはGeForce4Ti4400とGeForce3とでははっきりと差が出ることがわかる。
面白いのはGeForce4Ti4400のFSAAx2ではFill Rate (Multi-Texturing)がnoFSAA時とほとんど
変わらない値か、少しだけ低下していることである。ただ、Fill Rate (Single-Texturing)はGeForce3
同様FSAAをかけるだけ大幅に低下しているので、ゲームによってFSAAかけてもそんなに重く感じ
ないか重く感じるかが分かれそうである。
 次のページは3DMARK2001SEのベンチ結果である。