Sistema di Prova | |
Processore | Intel Pentium 4, 3.2 GHz, FSB800 512 KB L2 Cache |
Motherboard | Intel 875P:Asus P4C800-E Intel 865PE: SiS 655TX: VIA PT880: |
RAM | 2x 256 MB DDR/PC3200, CL 2.0, Corsair TwinX |
Scheda Video | nVIDIA GeForceFX 5900, 128 MB |
Scheda di rete | 3COM 905TX PCI 100 MBit/s |
Sistema Operativo | Windows XP Pro 5.10.2600 Service Pack 1, pre-SP2 patches as to November 3 |
Benchmark & Test | |
Quake III Arena | Patch V1.16 640x480 - 16 bit / 1024 x 768 - 32 bit Timedemo1 / demo demo001 / nv15demo command line = +set cd_nocd 1 +set s_initsound 0 Graphics detail = Normal |
Gunmetal Benchmark | Benchmark 1 |
3DMark 2003 | Version 3.2.0 Graphics and CPU Default Benchmark 1024 x 786 - 32 bit |
PCMark 2002 Pro Pack | Build 101 CPU and RAM Tests |
Mp3 Encoding | Lame 3.92 |
SiSoftware Sandra Standard 2003 SP1 | Version 2003.3.9.44 CPU MultiMedia / CPU Arithmetic RAM Bandwidth Benchmark |
Newtek Lightwave | Version 7.5 - Build 572 Render First Frame = 1 Render Last Frame = 60 Render Frame Step = 1 Rendering Bench "SKULL_HEAD_NEWEST.LWS" Show Rendering in Progress = 320x240 Ray Trace Shadows, Reflection Refraction, Transparency = on Multithreading = 8 Threads |
Unreal Tournament 2003 | Version 2206 system/benchmark.exe 1024 x 768 / 32 bit / Audio = off Texture Detail = Normal Character Detail = Normal World Detail = Highest Physics Detail = High all = on, Decal Stay = High |
Xmpeg 4.5 | AMD: Optimized MMX iDCT Intel: Optimized SEE2 iDCT WinRAR Version 3.2 178 MB Wave file, Compression = Best Dictionary = 4096 KB |
Comanche 4 Demo | 1024 x 768 / 32 bit / Audio = off |
Discreet3D Studio Max 5.1 | Characters "Dragon_Charater_rig" Rendering Single, 1024x768 |
SPEC viewperf | Version: 7.1 1280x1024x32 Bit |
Splinter Cell | Version 1.2b 2_2_1_KalinatekDemo 1024x786 32 Bit / no sound Shdow resolution |
Driver& Software | |
Driver Video | NVIDIA reference driver 45.23 |
Driver | Intel: Intel INF-Update 5.02.1003 VIA: SiS |
Versione DirectX | 9.0b |
Risoluzione | 1024x768, 32 Bit, 85 Hz Refresh |