Intel will be launching their first 45nm desktop processor in a few weeks, but we have an in-depth look for you here today. Penryn brings improved efficiency, new high-k metal gate transistors, additional cache and something that will make multimedia buffs rejoice: SSE4. Welcome to the 45nm era!
Regardless of the OS we are running or product being reviewed, there are a few conditions that need to be met to assure accurate, repeatable results.
Here is the machine used for testing, followed by our operating systems configurations.
For our CPU reviews, we use two different versions of Windows and one version of Linux. Even though Vista has been out for almost a year, we focus on XP because it has a much wider user base, and is preferred for the best performance and compatibility. Vista is used only for our SYSmark 2007 Preview and PCMark Vantage suites.
By now, we are well aware that Intel’s 45nm processors are set to make huge improvements in multi-media work, but what can it do for our games? Since IDF, Intel has been touting both Half-Life 2 and FEAR as two games that see double-digit increases. Today, we will see if these claims are true, while throwing seven other games into the pile to see if the increases are commonplace.
Our selection of games includes some older titles as well as current hot sellers so that we can throw our Yorkfield through a variety of different genres and game engines to see where improvements will arise. Eight of our nine games are played through manually, with FRAPS 2.9.2 acting as the FPS capture tool. Our lone automated benchmark is Lost Planet. Since this is a CPU review, we wanted to choose at least one automated benchmark that was more CPU bound than GPU bound. To our benefit, Lost Planet has a built-in benchmarking option.
All manual playthroughs last between 4 – 6 minutes. Because they are played manually, the average FPS will vary between tests due to changing circumstances in the games. Each setting is played through twice, and the result is the average. We tested each game at both 1280×1024 and 2560×1600 for the sake of seeing if the benefits were greater with either.
Below, you can view all of the games we will be using, as well as the settings used.
|
Specification
|
1280×1024
|
2560×1600
|
| BioShock | Vertical Sync Off All other options On |
Vertical Sync Off All other options On |
| Call of Juarez | High Quality setting 0x Anti-Aliasing |
High Quality setting 4x Anti-Aliasing |
| Call of Duty 2 | Anisotropic Filtering 0x Anti-Aliasing High Dynamic Lights Soften Smoke Edges: Everything Corpses: Medium |
Anisotropic Filtering 4x Anti-Aliasing High Dynamic Lights Soften Smoke Edges: Everything Corpses: Insane |
| FEAR | All settings default | All settings default |
| Half-Life 2: Episode Two | 0x Anti-Aliasing 8x Anisotropic Filtering All other options High |
8x MS Anti-Aliasing 8x Anisotropic Filtering All other options High |
| Lost Planet | All settings default 0x Anti-Aliasing |
All settings default 4x Anti-Aliasing |
| NFS: Carbon | High Detail | Maximum Detail |
| STALKER | Full dynamic lighting Maximum quality |
Full dynamic lighting Maximum quality |
| Unreal Tournament 3 (Demo) | All settings maxed | All settings maxed |
All other non-game benchmarks will be explained along the way.