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。