Street Fight IV PC-Benchmark Released

Tried the bench via spare system, seems it will run very well even on mid/low end builds with everything cranked up full, well except for Texture Filtering and Antaliasing.

E2200@3GHz + 3850 512MB >

SCORE: 6284
AVERAGE: 50.75FPS
OS: Windows Vista(TM) Ultimate
CPU: Intel(R) Pentium(R) Dual CPU E2200 @ 2.20GHz
Memory: 4094MB
Graphics Card: ATI Radeon HD 3800 Series
Display Setting: 1440x900 75Hz 2xAA

SCORE: 8489
AVERAGE: 70.03FPS
OS: Windows Vista(TM) Ultimate
CPU: Intel(R) Pentium(R) Dual CPU E2200 @ 2.20GHz
Memory: 4094MB
Graphics Card: ATI Radeon HD 3800 Series
Display Setting: 1920x1200 60Hz

Oh, and providing the bench gives a reasonable reflection of in-game engine; SFIV makes good use of Quad/Dual cores >

E2200@3GHz
E22003GHzStreetFighterIVcpumultites.jpg


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StreetFighterIVBenchmarkmulticore4.jpg


SCORE: 8999
AVERAGE: 119.43FPS
OS: Windows Vista(TM) Ultimate
CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz
Memory: 8190MB
Graphics Card: NVIDIA GeForce GTX 280
Display Setting: 1920x1200 60Hz C16xQAA
 
Vsync on keeps the pace of the game nice a fluid how it was intended.

You know this is nothing like the final game yeah? You're not going to be able to run the final game faster by upping the frame rate and this isn't a playable demo.

You'll get no advantage having more than 60fps in the final game though as the physics engine will only update the character positions 60 times a second anyway.
 
Seems running this in fullscreen makes a rather large difference to your framerate. If i run it fullscreen with AA though it breaks :( I imagine it won't be an issue in the full game though.

Wonder what will happen online, will it sync you with the person with the lowest framerate? Not looking forward to playing someone who sets their graphics settings too high and causes a slideshow.
 
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Why do people not use AF or say it doesn't run well with Texture filtering ?

In my experience AF barely makes any impact on performance, so little in fact that I have 16x AF forced for ALL games in my nvidia control panel.

AA, ok, that's heavy on res, AF though, barely.




And yeah I get the issue with running fullscreen too. Simply did the benchy windowed.
 
Wonder what will happen online, will it sync you with the person with the lowest framerate? Not looking forward to playing someone who sets their graphics settings too high and causes a slideshow.

Er... no it doesn't work like that, as I said =/
 
I'm surprised we don't see more companies releasing benchmarks, it generates publicity, lets people know if they game will run and I'd imagine is getting some people who might not of bought the game interested.
 
SCORE: 7945
AVERAGE: 90.38FPS
OS: Windows Vista(TM) Ultimate
CPU: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz
Memory: 8190MB
Graphics Card: ATI Radeon HD 4800 Series
Display Setting: 1680x1050 60Hz 8xAA
 
Er... no it doesn't work like that, as I said =/

Where did you say? Can't find anything regarding that in the thread; wouldn't have asked if i had.

I see you saying that the game 'mechanics' run at 60 fps and no faster, which i get, but if a persons computer is unable to achieve that 60fps what happens then?
 
Something can't 'just run at 60fps' though, physics, graphics, whatever, they all put a strain on the system. At some point a lesser system will fall behind and the game will have to compensate surely?

[EDIT] I'm getting this impression because of the way the console games play. When there's lag you can physically see each animation frame being drawn as the connection between players is taking time to update each frame at both ends. It is because of this nature i see that every frame needs to be drawn, however surely if a computer falls behind and fails to 'create' the next frame quickly enough, the system at the other end will have to wait for it to catch up. It's the same as packets being lost/taking time to get to the recipient, but the cause of the lag is different. The same sort of thing happened in supreme commander; if one players system fell behind it locked everyone to the same framerate so the game could continue. The very nature of SFIV means that each players current 'frame' must be synced, it's inevitable that a low powered system will fail to keep the pace at some point, all i can think of is the same thing will happen when lag kicks in on the consoles; the game stops and waits for the frames to 'sync up' again.
 
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Seems running this in fullscreen makes a rather large difference to your framerate. If i run it fullscreen with AA though it breaks :( I imagine it won't be an issue in the full game though.

Wonder what will happen online, will it sync you with the person with the lowest framerate? Not looking forward to playing someone who sets their graphics settings too high and causes a slideshow.

GTX 260 by any chance?? run it with c16xAA and it will run fine. no idea why and not too bothered because it's only a demo
 
GTX 260 by any chance?? run it with c16xAA and it will run fine. no idea why and not too bothered because it's only a demo

Nope, 8800GT, so no chance of such high AA. I'm not a fussy gamer though so i can handle playing without AA if i have to, as you say though, i doubt the issue will carry forward to the full release.
 
Nope, 8800GT, so no chance of such high AA. I'm not a fussy gamer though so i can handle playing without AA if i have to, as you say though, i doubt the issue will carry forward to the full release.

out of interest, just try it with c16xAA just to see if it runs? not after you posting the results.
 
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