Palit is a relative newcomer to the GPU market in North America, but we are sure to see more of them as months pass. Our first look at a Palit card is courtesy of the 8600GT “Super+1GB”. Though equipped with loads of memory, we found that it added little benefit over our 256MB competitor.
Each graph for our benchmarking results are labeled with the resolution that the game was played at, while omitting secondary settings such as Anti-Aliasing, Anisotropic Filtering, texture quality, et cetera. To view all specific settings that we used, please refer to our testing methodology page, where we have screenshots for each game.
If there is one game in our line-up that most everyone has played at some point, it would be Half-Life 2. The most recent release is Episode Two, a game that took far too long to see the light of day. But despite that, it proved to be worth the wait as it delivered more of what fans loved.
We are using the Silo level for our testing, which is a level most people who haven’t even played the game know about, thanks to Valves inclusion of it in their Episode Two trailers during the year before its release. During our gameplay, we shoot down a total of three Striders (their locations are identical with each run, since we are running a saved game file) and a barn is blown to smithereens.
Overall it’s a great level, but the Strider’s minions can prove a pain in the rear at times – most notably when they headbutt you. Nothing a little flying log won’t solve, however! This levels graphics consist mostly of open fields and trees, although there is a few explosions in the process as well, such as when you blow the Striders apart with the help of the Magnusson Device.
Settings: High graphic settings are used throughout all three resolutions, with 4x AA and 8xAF being used with the 1680×1050 resolution only.
Like CoD4, HL2: Episode Two is another title that doesn’t require a great avg FPS in order to be playable, however 45+ is definitely preferred. We didn’t hit that with our top setting, but came close at 1280×1024.
Post-apocalyptic FPS games have been done over and over, but S.T.A.L.K.E.R. Shadow of Chernobyl was unique in many ways. First was the fact that the story was loosely based off of a real-life tragedy, the Chernobyl nuclear plant explosion, with the player starting out post-disaster working to survive in the now very brutal world.
One of the areas where the game excelled was with the depth. It was an open world with non-linear gameplay. AI was not top-rate, but reacted in a mostly realistic way, so it’s pretty much impossible to just stroll through the game and not expect to die. Coupled with the ability to keep an inventory and sell artifacts you find along your journey makes this game an immersive experience.
The level we use for our testing is a “Thumb Drive” mission that occurs earlier in the game. The premise is simple… walk into a small camp that’s being inhabited by enemy Stalkers, wipe them out and go deliver a thumb drive to a lone Stalker huddled around a campfire. The entire quest takes between four and five minutes from our starting point.
Settings: Static lighting and medium quality are used for both sets of resolutions here.
Despite the fact that S.T.A.L.K.E.R. has some great graphics, it doesn’t require a powerhouse of a machine to run well. The fact that the game averaged 110FPS at 1680×1050 proves this card won’t let you down in that regard.