Sapphire Atlantis Radeon 9800 Pro review



Performance Compared: 9700 vs. 9800 Pro

Our test system consisted of the following components:

  • AMD Athlon XP 2500+ overclocked to 2166 MHz (13x166) = 3000+ PR Rating.

  • Abit NF7-S v1,2 mainboard w/beta bios compiled 05/13/2003 & nForce v2.41 drivers.

  • 1x 512mb TwinMOS PC3200 DDR RAM @ 166 MHz.

  • No Sound.

  • 2x Maxtor D740x hard drives in RAID-0 using on-board S-ATA interface.

  • Sapphire Atlantis Radeon 9800 Pro 128mb

  • Crucial Radeon 9700 Pro 128mb

  • Catalyst v3.6 drivers

  • Windows 2000 Professional w/Service Pack 3

  • Unreal Tournament 2003, version 2225

  • HardOCP’s benchmark utility v2.1

You will agree if someone goes out and buys a card of this class (and price) there is at least one assumption you can make, you won’t be playing without turning all the eye-candy on, therefore I have concentrated my scores towards FSAA performance, although we will start with the most basic.


No FSAA + No Anisotropic

In the map “DM-Asbestos” with no FSAA and no anisotropic filtering, numbers looked like this:


9700 9800
1024x768 208.4 218.3
1280x1024 154.5 173
1600x1200 113.6 129

Both cards have no problem at all running Unreal Tournament 2003 at the highest graphical detail possible with flying frames, the lowest speed recorded for the 9700 here at the highest resolution was 40fps, the 9800 scored 46,5fps. So to say the least you will have no problems at a resolution like this one…


Add Some FSAA

Same map as before but this time with 2x FSAA and both 8x quality and performance anisotropic filtering the graph changed to this:


9700 Perf 9800 Perf 9700 Q 9800 Q
1024x768 162.9 185 129.3 147.6
1280x1024 106.8 122 87.6 100.1
1600x1200 77 88.4 65.1 74.5

What can be seen here is that the 9800 takes a lesser hit compared to the 9700 from the increased visuals, however both cards will still let you play at the highest resolution with all the eye-candy on without a hitch. The 9800 is 5 frames faster than its little brother at 42fps at the slowest recorded frame, which is still very far from the undesired 30fps mark.


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