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Written by Mathew Williams - Edited by Olin Coles   
Wednesday, 26 November 2008
Table of Contents: Page Index
ASUS Radeon HD 4830 Video Card EAH4830
Radeon HD 4830 Features
Asus EAH4830 Specifications
Closer Look: Asus HD 4830
EAH4830 Detailed Features
Video Card Testing Methodology
3DMark06 Benchmarks
COD 4 Fraps Benchmarks
Crysis Benchmark Results
Devil May Cry 4 Results
World in Conflict Benchmarks
Asus HD 4830 Power
Radeon HD 4830 Final Thoughts
Asus HD 4830 Conclusion

Call of Duty 4 Benchmark Results

Call of Duty 4: Modern Warfare runs on a proprietary game engine that Infinity Ward based off of the tried-and-true Q3 structure. This engine offers features such as true world-dynamic lighting, HDR lighting effects, dynamic shadows and depth of field. "Bullet Penetration" is calculated by the Infinity Ward COD4 game engine, taking into account things such as surface type and entity thickness. Certain objects, such as cars, and some buildings are destructible. This makes distinguishing cover from concealment important, as the meager protection provided by things such as wooden fences and thin walls does not fully shield players from harm as it does in many other games released during the same time period. Bullet speed and stopping power are decreased after penetrating an object, and this decrease is calculated realistically depending on the thickness and surface of the object penetrated.

This version of the game also makes use of a dynamic physics engine, a feature which was not implemented in previous Call of Duty titles for Windows PC's. The new in-game death animations are a combination of pre-set static animations combined with ragdoll physics. Infinity Ward's use of the well-debugged Quake 3 engine along with new dynamic physics implementation allows Call of Duty 4 to be playable by a wide range of computer hardware systems. The performance may be scaled for low-end graphic cards up to 4x Anti-Aliasing and 16x Tri-linear anisotropic texture filtering.

Before I discuss the results, I would like to take a moment to mention my general opinion on Fraps software when it comes to game performance benchmarking. If you're not familiar with the software, Fraps (derived from Frames per second) is a benchmarking, screen capture, and real-time video capture utility for DirectX and OpenGL applications. Some reviewers use this software to measure video game performance on their Windows system, as well as record gaming footage. My opinion is that it offers a valid third-party non-bias alternative to in-game benchmarking tools; but there is one caveat: it's not perfect. Because the user must manually begin the test, the starting point may vary from position to position and therefore skew the results.

In my testing with Fraps v2.9.4 build 7039, I used the cut-scene intro to the coup d'etat scene when Al Asad takes over control. First I allowed the level to load and let the scene begin for a few moments, then I would use the escape key to bring up the menu. Once I selected the restart level option, I would immediately press F11 to begin recording the benchmark data. This scene is nearly four minutes long, but I configured Fraps to record the first 180 seconds of it to remain consistent. Once the scene would end, I would repeat the restart process for a total of five tests. So within a 0.2 second starting point margin, all benchmark results are comparable which is probably as good as it can possibly get with this tool.

asus_eah_4830_COD4_benchmark.jpg

Just as we saw in the synthetic 3DMark06 tests, in Call of Duty 4 the EAH4830 offers considerably better performance than the HD 4670. However, it can't quite catch the HD 4850 with its full 800 stream processors and higher GPU frequency. At these resolutions and framerates, though, this performance difference would likely go unnoticed..



 

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