Quake 4
Publisher:
Activision
We used the full retail version of
Quake 4 patched to version 1.3.0. It is the fourth game in the
Quake series, based on the technically sound
Doom 3 engine. However, unlike
Doom 3, we found that the game benefits from at least 2x anti-aliasing, and the experience with anti-aliasing at a slightly lower resolution was better than increasing the resolution with no AA applied.
Both anti-aliasing and anisotropic filtering were controlled from inside the game. When you select "High Quality" mode, 4xAF is automatically enabled, and when the "Ultra Quality" mode is enabled, 8xAF is automatically applied to the scene.
We used a custom-recorded demo from a section that represents fairly typical performance throughout the rest of the game. We set the in-game details to high quality and left Vsync disabled. Both anti-aliasing and anisotropic filtering were controlled inside the game using console commands. Anti-aliasing was adjusted using the "r_multisamples" cvar, while anisotropic filtering values were set using "image_anisotropy".
In Quake 4, the iChiLL is faster than everything else in its price bracket and isn't much slower than the Radeon X1950 XT 256MB, either. The frame rates are well above the 60 frames per second cap in the Doom 3 engine, so you should get a great gaming experience at 1600x1200, if not 1920x1200 too.
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