Benchmarks II
Quake III
A low fillrate, low multi-texturing performance, few bandwidth-saving techniques and the disadvantages involved in not using a dedicated, multi-request memory accessing system (AGP) all conspire to give the slowest Quake III score that we've seen in some time.
Not all that playable, really.
Unreal Tournament 2003 Demo 2206.
A reasonable showing in the excellent UT2003 Demo's Flyby, but still some way off the midrange cards a notch or two up in the range.
Increase the complexity by adding 4x AA and 8x AF takes away two-thirds of the card's performance from 1024x768x32 4/8. The FX 5200 PCI reacts badly to load, as expected.