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Uniengine 2.0

As usual Unigine scales very well! Clocks @ 900/1250

Default settings (5970 on left, 5970+5870 on right)

unigine2standard.jpg



Highest settings (5970 on left, 5970+5870 on right) Make those cards work hard :p

unigine2maximumf.jpg



One thing I see is that I am getting regular slow downs in that benchmark with 8xAA in that the fps drops significantly for a second then looks OK for a about 5 seconds and then drops again and does this throughout continuously ... Heaven 1.0 was like that on occasion but this is doing it everytime I run it!
 
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Bit disappointed. Is 68 good for this setup?

i7 @ 4.0GHz, 2 x 5870s (900/1300), 9800GT

One problem might be my extra 9800 forcing the second lane to 8x from 16x.

46883761.png
 
Downloaded this last night, doesn’t tessellation make the graphics jump out and look, well real? Kicks the nuts out of my system though. Managed to get something like 45fps average… Hmmm looks excellent, so is this a new DX11 feature?

Loved the pavement with tessellation turned on, and the roof tiles, it looked a whole lot more 3D and chunky yet somewhat rounded and just more natural. Excellent feature, so guess this’ll be the new thing that breaks systems and forces folks to upgrade.. lol
 
Downloaded this last night, doesn’t tessellation make the graphics jump out and look, well real? Kicks the nuts out of my system though. Managed to get something like 45fps average… Hmmm looks excellent, so is this a new DX11 feature?

Loved the pavement with tessellation turned on, and the roof tiles, it looked a whole lot more 3D and chunky yet somewhat rounded and just more natural. Excellent feature, so guess this’ll be the new thing that breaks systems and forces folks to upgrade.. lol

I agree. I kept pressing F2 and F3 to see things pop! :cool::D:cool:
 
Normal first:
Unigine
Heaven Benchmark v2.0
FPS: 26.7
Scores: 673
Min FPS: 5.3
Max FPS: 55.3

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Mar 7 2010
Operating system: Windows 7 (build 7600) 64bit
CPU model: AMD Phenom(tm) II X4 940 Processor
CPU flags: 3013MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model: ATI Radeon HD 5700 Series 8.712.3.0 CrossFireX 1024Mb

Settings
Render: direct3d11
Mode: 1920x1080 8xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 4x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
Replication: disabled
Tessellation: normal

Unigine Corp. © 2005-2010

Extreme:
Unigine
Heaven Benchmark v2.0
FPS: 19.0
Scores: 480
Min FPS: 8.5
Max FPS: 45.2

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Mar 7 2010
Operating system: Windows 7 (build 7600) 64bit
CPU model: AMD Phenom(tm) II X4 940 Processor
CPU flags: 3013MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model: ATI Radeon HD 5700 Series 8.712.3.0 CrossFireX 1024Mb

Settings
Render: direct3d11
Mode: 1920x1080 8xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
Replication: disabled
Tessellation: extreme

Unigine Corp. © 2005-2010

Very pretty, temps got up to 67c. All hardware at stock.:)
 
Anybody got V1.0 against V2.0 comparisons with extreme and normal tesselation? (Could probably seach for V1.0 but i'm a bit lazy ;))

Version 1.0

Unigine
Heaven Demo v1.0
FPS: 26.9
Scores: 677

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 940 Processor
CPU flags: 3013MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model: ATI Radeon HD 5700 Series 8.712.3.0 1024Mb

Settings
Render: direct3d11
Mode: 1920x1080 8xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 4x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled

Unigine Corp. © 2005-2009

Version 2.0

Unigine
Heaven Benchmark v2.0
FPS: 26.7
Scores: 673
Min FPS: 5.3
Max FPS: 55.3

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Mar 7 2010
Operating system: Windows 7 (build 7600) 64bit
CPU model: AMD Phenom(tm) II X4 940 Processor
CPU flags: 3013MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model: ATI Radeon HD 5700 Series 8.712.3.0 CrossFireX 1024Mb

Settings
Render: direct3d11
Mode: 1920x1080 8xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 4x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
Replication: disabled
Tessellation: normal

Unigine Corp. © 2005-2010
 
No doubt this new revision has been optimised for, and released just before Fermi. Expect to see some monsterous results when people start to receive their new geen cards next week.
 
For anyone who wants to play this version has the console enabled (`).

So has anyone got an idea what Replication is?

PSSM shadow geometry replication by geometry shader (controlled by the folowing console variables: gl_render_use_geometry_replication, d3d10_render_use_replication, d3d11_render_use_replication).

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html

Use find to go to the section for:

Using Geometry Shader Cloning

And read on down from there - but unless you understand parallel split shadow mapping its probably meaningless.


To enable it in the benchmark:

Open console and type d3d11_render_use_replication 1 (or d3d10_render_use_replication 1)
 
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I don't know why people bother posting results... everyones running different settings and some people can and can't run tessellation which mixes everything up.
 
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