Company: ATI Technologies
Authour: Mark "Ratchet" Thorne
Date: October 30th, 2006
We are comparing the performance of the X1650 XT to the original X1600 XT and the X1650 Pro released a couple months ago, two obvious choices. We are also comparing it to a X1950 Pro which might be within your budget if you can afford an extra $50, and we're throwing in an X1900 XT 256 which, going by MSRP prices, is about $40 cheaper than two X1650 XT's in Crossfire. Unfortnately I couldn't get my hands on NVIDIA's 7600 GT in time to use in this review so you'll have to use your imagination or something to fill in the gaps.
Games Benchmarks (click for settings)
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Prey, v1.2 (OpenGL)
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Half-Life 2, Source Engine 7 build 2894 (DirectX)
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F.E.A.R., v1.08 (DirectX)
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Battlefield 2, v1.4 (DirectX)
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Quake 4, v1.3 (OpenGL)
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Half-Life 2: Lost Coast, Source Engine 7 build 2894 (DirectX)
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Splinter Cell: Chaos Theory, v1.05 (DirectX)
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Far Cry, v1.4 (DirectX)
- 1024x768
- 1280x1024 / 1280x960
- 1600x1200
Image Quality Settings
- No AA & No AF
- 4x AA & 16x AF
| Test Systems | ATI |
| Motherboard ( chipset ) |
MSI K9A Platinum (ATI RD580/SB600) |
| CPU | AMD Athlon FX-62 @ 2.8GHz |
| Graphics Card | ATI Radeon X1650 XT x2 |
| Driver Version | ATI 8.301 Beta |
| Memory ( Timings ) |
2GB (2x1024MB) SuperTalent PC2-6400 DDR2 @ 800MHZ ( 4-4-3-8 2T) |
| Hard Disk | Western Digital Caviar WD2500KS SE16 250GB |
| Sound | Onboard |
| Network | Onboard |
| PSU | PC Power & Cooling 1KW Turbo-Cool Quad-SLI |
| OS | Windows XP Pro SP2, DX9c (August 2006) |
| Card Specifications | ATI X1650 XT | Sapphire X1650 Pro | ATI X1600 XT | ATI X1950 Pro | ATI X1900 XT |
| Core | RV560 | RV530 | RV530 | RV570 | R580 |
| Silicon Process | 80nm | 90nm | 90nm | 80nm | 90nm |
| Transistor Count (millions) |
330 | 157 | 157 | 330 | 384 |
| Core Speed MHz | 575 | 590 | 590 | 575 | 650 |
| Memory Speed MHz (Effective) |
675 (1.35GHz) |
700 (1.4GHz) |
700 (1.4GHz) |
690 (1.38GHz) |
1,000 (2.0GHz) |
| Memory Size | 256 MB | 256 MB | 256 MB | 256 MB | 256 MB |
| Bus Standard | PEG x16 | PEG x16 | PEG x16 | PEG x16 | PEG x16 |
| Bus Width | 128bit | 128bit | 128bit | 256bit | 256bit |
| ROPs | 8 | 4 | 4 | 12 | 16 |
| Pixel Shaders | 24 | 4 | 4 | 36 | 48 |
| Vertex Shaders | 8 | 5 | 5 | 8 | 8 |
| Peak Memory Bandwidth (GB/s) |
21.6 | 22.4 | 22.4 | 44.2 | 64.0 |
| Pixel Fillrate (million pixels/sec) |
4,600 | 2,360 | 2,360 | 6,900 | 10,400 |
| Texel Fillrate (million texels/sec) |
4,600 | 2,360 | 2,360 | 6,900 | 10,400 |
| API Compliancy | DX 9.0c | DX 9.0c | DX 9.0c | DX 9.0c | DX 9.0c |
The Windows XP desktop was set to 1280x960 with a 32bit color depth and 85Hz refresh rate for all tests. Refresh rate lock for 3D was not enabled. V-Sync was forced off via the graphics card control panel as well. All graphics card control panel settings for the ATI cards were left to their default settings.
Anti-Aliasing and Anisotropy were applied in the game engine where the options existed. For games that did not support those options natively, the graphics card control panel was used.
Custom batch files were used when possible for automated benchmarking, which are available upon request. When manual benchmarking was necessary Fraps was used.
Benchmarking was done with Windows set to the "Adjust for best performance" profile and all unnecessary Windows services and hardware devices were disabled. The latest drivers for each necessary hardware component were installed prior to testing and kept consistent throughout.
Sound and networking interfaces were enabled for all tests.
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