Games Benchmarks - Tomb Raider: Angel of Darkness (DirectX)

Tomb Raider: Angel of Darkness is currently still one of the few titles to utilise much DirectX9 functionality in the game. Here we'll be using our own internal benchmark demo.

6600 GT AGP 149.1 115.0 81.0 58.5
6600 GT PCIe 146.6 119.5 87.1 62.9
5700 Ultra 69.0 48.9 30.6 21.5 12.1
5800 Ultra 86.8 61.6 39.2 27.5
 
6600 GT PCIe 1.7% -3.7% -7.0% -7.0%
5700 Ultra 116.2% 135.4% 164.9% 171.5% -100.0%
5800 Ultra 71.8% 86.9% 106.4% 113.0%

Again, at the higher resolutions the 6600 GT's only differ in performance by up to 7%, a little less than the bandwidth differences. Once again we can seesomewhat more considerable differences between the 6600's and the FX boards, which in this case is due to the large number of floating point DX9 shaders that are utilised, especially the full screen, Depth of Field post processing shader that's used in this demo.

6600 GT AGP 102.0 75.6 46.8
6600 GT PCIe 106.8 81.1 51.4
5700 Ultra 49.9 34.9 22.0 12.4
5800 Ultra 63.5 44.9 28.8 15.1
 
6600 GT PCIe -4.4% -6.8% -8.8%
5700 Ultra 104.6% 116.6% 113.0%  
5800 Ultra 60.6% 68.3% 62.7%    

With 4x FSAA and 8x AF enabled the performance difference between the and AGP and PCIe 6600 GT's ekes up to nearly 9%, which is due to the memory bandwidth requirements of FSAA highlighting the bandwidth differences between them. The NVIDIA boards are not able to render some of the resolutions in Tomb Raider, more so with the 6600's than the FX's in this case.

Normal 149.1 115.0 81.0 58.5
8x AF 145.6 112.6 79.6 57.5
4x FSAA 76.9 47.4
4x FSAA + 8x AF 102.0 75.6 46.8
 
8x AF -2.3% -2.2% -1.7% -1.7%
4x FSAA -33.2% -41.4%  
4x FSAA + 8x AF -31.6% -34.3% -42.2%  

From the resolutions that are rendered here, we can see that the performance impact for enabling 8x AF under this Tomb Raider test if fairly minor. FSAA takes a somewhat more significant performance hit, with over a 40% performance drop at 1024x768.