DirectX 11 Benchmark "Heaven"

I am intrigued by this whole tessellation stuff, as it's basically procedurally generated polygons, but the gpu must still have to render the polygons so there should still be the same performance hit of adding the polygons manually.

I probably need to read up more on how it works and why it's more beneficial to add detail to a model this way.
 
I am intrigued by this whole tessellation stuff, as it's basically procedurally generated polygons, but the gpu must still have to render the polygons so there should still be the same performance hit of adding the polygons manually.

I probably need to read up more on how it works and why it's more beneficial to add detail to a model this way.

My guess is because the graphics card has a tessellation unit on it which does the tessellation effectivley independant of the rest of the GPU, so it doesn't slow down the rendering of the scene.

I could be wrong though.
 
does it have scores or fps counter ?
My score with CPU & GPU at stock speeds
Says windows 32bit :confused: ...But am running 64bit

Unigine
Heaven Demo v1.0
FPS: 45.3
Scores: 1141


Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz
CPU flags: 3166MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 HTT
GPU model: NVIDIA GeForce 8800 GTX 8.16.11.9107 768Mb

Settings
Render: direct3d11
Mode: 1920x1200 fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
 
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My score with CPU & GPU at stock speeds
Says windows 32bit :confused: ...But am running 64bit

Unigine
Heaven Demo v1.0
FPS: 45.3
Scores: 1141


Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz
CPU flags: 3166MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 HTT
GPU model: NVIDIA GeForce 8800 GTX 8.16.11.9107 768Mb

Settings
Render: direct3d11
Mode: 1920x1200 fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled


ive got a similar spec (excpet i have i7) so should be interesting ;)
 
Looks nice.

Heaven Demo v1.0
FPS: 57.2
Scores: 1441

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: Intel(R) Core(TM)2 Duo CPU E8400 @ 3.00GHz
CPU flags: 2986MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 HTT
GPU model: ATI Radeon HD 4870 X2 8.661.0.0 1024Mb

Settings
Render: direct3d11
Mode: 1920x1200 fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
 
Thread needs more tessellation shots, this feature really steals the show. I've seen some on/off screens and it really is quite a Big deal.
I am intrigued by this whole tessellation stuff, as it's basically procedurally generated polygons, but the gpu must still have to render the polygons so there should still be the same performance hit of adding the polygons manually.

I probably need to read up more on how it works and why it's more beneficial to add detail to a model this way.
i'm not that clued up either, but I imagine that there is an LOD benefit. As you approach an object it can smoothly up the pollys in their thousands.
 
Unigine
Heaven Demo v1.0
FPS: 65.9
Scores: 1659

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7100) 64bit
CPU model: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
CPU flags: 3192MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
GPU model: NVIDIA GeForce GTX 295 8.15.11.9038 896Mb
Settings

Render: direct3d11
Mode: 1920x1200 fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
 
Crap resolution - sorry about that, getting a new monitor soon just couldnt stretch to a new rig and monitor at same time!

Everything turned on (incl tessellation) - stock no OC

Unigine
Heaven Demo v1.0
FPS: 33.6
Scores: 845

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: AMD Phenom(tm) II X4 955 Processor
CPU flags: 3200MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model: ATI Radeon HD 5800 Series 8.660.6.0 1024Mb

Settings
Render: direct3d11
Mode: 1360x768 8xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled

Unigine Corp. © 2005-2009

No idea if thats good or bad, looks real nice though

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DX10 (Tess off)

Unigine
Heaven Demo v1.0
FPS: 91.7
Scores: 2310

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: AMD Phenom(tm) II X4 955 Processor
CPU flags: 3199MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model: ATI Radeon HD 5800 Series 8.660.6.0 1024Mb

Settings
Render: direct3d10
Mode: 1360x768 fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled

Unigine Corp. © 2005-2009

Resolution dont really make it a fair comparison though....
 
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