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I'd like to see them add a "Custom" option where you can specify exact amounts of units, batches etc. Only then can you truly compete on an even playing field with exact results really everytime.
Until that happens this demo is nothing but a nice showcase for their tech really, and possibly a skewed program aimed at showing off Mantle in all its glory, and im an AMD user and im not impressed if thats the case.
You get a d3d exe stopped responding error? Change settings, reboot and then try, been a bit hit and miss but the few times it has worked my frames have shot up.
Still not entirely sure what that setting is for, all I know is it says fixed frame and lowering it boosts frames!
^once we get the fixedframems= setting sorted to something everyone can use, then we should have a good idea as to what frame rates to expect from what card.
== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
===========================================================
== Results ================================================
Test Duration: 120 Seconds
Total Frames: 3273
Average FPS: 27.27
Average Unit Count: 3682
Maximum Unit Count: 5351
Average Batches/MS: 1216.12
Maximum Batches/MS: 1950.46
Average Batch Count: 42892
Maximum Batch Count: 134313
===========================================================
As per pgi947's new FixedFrameMS=9.3ms solution to the low FPS problem, I've run the test 3 consecutive times using my ScenarioCustom and pgi947's Settings_Custom.
Do not forget to change Fullscreen value to 1 and FixedFrameMS to 9.3. Those are the only changes from default.
Also ofc do not forget to change into Custom Scenario and Custom Settings while testing for yourself.
My results:
First run
== Results ================================================
Test Duration: 120 Seconds
Total Frames: 2788
Average FPS: 23.23
Average Unit Count: 3176
Maximum Unit Count: 4866
Average Batches/MS: 682.35
Maximum Batches/MS: 834.84
Average Batch Count: 31628
Maximum Batch Count: 72127
Second run
== Results ================================================
Test Duration: 120 Seconds
Total Frames: 2761
Average FPS: 23.00
Average Unit Count: 3121
Maximum Unit Count: 4518
Average Batches/MS: 662.13
Maximum Batches/MS: 829.44
Average Batch Count: 31099
Maximum Batch Count: 71762
Third run
== Results ================================================
Test Duration: 120 Seconds
Total Frames: 2738
Average FPS: 22.80
Average Unit Count: 3126
Maximum Unit Count: 4551
Average Batches/MS: 662.45
Maximum Batches/MS: 838.84
Average Batch Count: 31417
Maximum Batch Count: 71644
As you can see the results are very close again, confirming the repetitiveness of the run cancelling randomness, also the decrease in fps must be due to card getting warmed up a little, but if you run this StarSwarm test consecutivley right after a 10 minute loop of metro LL benchmark I am sure that you will get almost identical results (maybe even absolutely identical results ) as the number of the unit counts and therefore the batches will stay exactly the same for each time. Mine are so close, but the card is cold at first run and gets warmer each time, so that's due to that.
How I came to that conclusion?
Well I did many runs with my custom scenario (8 before, 3 now) and timed the events on screen to see in amazement that they always happen exactly at the same second, the first contact between opposing forces, when two sides gets seperated a new wave comes in at the same second each time, also at the very end there are 3 big ships coming from the left hand side always at the same second again.
So I am not sure this demo not being canned, what I think is, it is actually canned but with random camera movement and random unit switch they made it look like, it is all different in each run But if you make the camera angle stay the same for the whole run (which I did with the Custom Scenario) you can see for yourself that the events really happen always at the same second markers, so it points to a canned becnh after all
== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
===========================================================
== Results ================================================
Test Duration: 120 Seconds
Total Frames: 19804
Average FPS: 165.03
Average Unit Count: 885
Maximum Unit Count: 1628
Average Batches/MS: 1275.89
Maximum Batches/MS: 3118.77
Average Batch Count: 9278
Maximum Batch Count: 43668
===========================================================
== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
===========================================================
== Results ================================================
Test Duration: 120 Seconds
Total Frames: 19804
Average FPS: 165.03
Average Unit Count: 885
Maximum Unit Count: 1628
Average Batches/MS: 1275.89
Maximum Batches/MS: 3118.77
Average Batch Count: 9278
Maximum Batch Count: 43668
===========================================================
Average FPS: 22.80
Average Unit Count: 3126
Maximum Unit Count: 4551
Average Batches/MS: 662.45
Maximum Batches/MS: 838.84
Average Batch Count: 31417
Maximum Batch Count: 71644
Yours
Average FPS: 165.03
Average Unit Count: 885
Maximum Unit Count: 1628
Average Batches/MS: 1275.89
Maximum Batches/MS: 3118.77
Average Batch Count: 9278
Maximum Batch Count: 43668
There was a lot more going on in damned's compared to yours hence your high score.
I've done a little reading up on this 16.6ms thing this morning...
From what I can make out 16.6ms stems from 1-60th of a second, which is the ideal frame time refresh, the bench is defaulted to this, essentially its a form of sync/frame rate cap. Decreasing it forces the game engine to update frames on a more regular basis, though decrease too far and the game engine crashes (D3D.exe error).
It may not be put there intentionally to cripple DX in favour of mantle, more a case of the DX game coding is **** poor, heck, if mantle shows the same traits the game engine as a whole may just be poo.
I've done a little reading up on this 16.6ms thing this morning...
From what I can make out 16.6ms stems from 1-60th of a second, which is the ideal frame time refresh, the bench is defaulted to this, essentially its a form of sync/frame rate cap. Decreasing it forces the game engine to update frames on a more regular basis, though decrease too far and the game engine crashes (D3D.exe error).
It may not be put there intentionally to cripple DX in favour of mantle, more a case of the DX game coding is **** poor, heck, if mantle shows the same traits the game engine as a whole may just be poo.
Yer Paul, I don't think they would purposefully cripple DX or if they did, they would be mugs, as the mass majority of people don't have a GCN card. It is an Alpha of course, so very early in development and even when I watch the demo, I am not sure what I am looking at I ran it in 3D for fun and can see this being a great 3D game when it is out and profiled.
I just wish it's due to engine being alpha, so that both Dx and Mantle gets great results. Btw if you turn motion blur off from the settings, Dx FPS shots up to sky but to be honest motion blur just looks great So I'm sure both Dx and Mantle version of this engine is quite capable, it's just Dx overhead fault really.
Also don't forget our Dx brethren we have shared the same ecosystem with all these years, though it is time we go our own seperate ways one day we will unite and share our epic journeys Kidding aside maybe Dx 12 merges all these apis (NVapi, mantle..) and makes applications chose from the bunch. It's Nvidia's move now but OGL is strong contender so as long as all the games support all these apis then it is great to have them.
OGL has a strong future, especially with the directions Valve are taking. I wouldn't be surprised to see the future Source 2.0 titles being OGL only, it saves them development time and works over windows/mac/Linux
I had a play with Motionblur settings (mainly the refresh intervals) but nothing of note helped - plus got the feeling I was moving away from the 'extreme' preset.
== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
=================================================
== Results ================================================
Test Duration: 120 Seconds
Total Frames: 3165
Average FPS: 26.35
Average Unit Count: 3713
Maximum Unit Count: 5388
Average Batches/MS: 1027.49
Maximum Batches/MS: 1670.19
Average Batch Count: 37092
Maximum Batch Count: 140501
===========================================================
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