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Unigine DirectX11 benchmark

Soldato
Joined
18 May 2003
Posts
4,894
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http://unigine.com/download/
 
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It rapes your fps using tessellation, it does look sweet though but a big impact, its also posted on guru3d site if anyone having speed issues on that one.
 
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Hmmm...heres the thing that seems to be the problem with buying a 1st generation of gfx cards for a new Direct X version...

Things look really nice, but are they really fast enough to take proper advantage of the new features without low(ish) framerates....?

The framerates maybe ok (ish) in tech demos, but what about full games where there is so much more to do....
 
Hmmm...heres the thing that seems to be the problem with buying a 1st generation of gfx cards for a new DX11...

Things look really nice, but are they really fast enough to take proper advantage of the new features without low(ish) framerates....?

The framerates maybe ok (ish) in tech demos, but what about full games where there is so much more to do....

Always been the way though, of course this is only an early benchmark and is highly unlikely to be heavily optimised for the new ATi cards. I'll wait for a few DX11 games to come before I make judgements

EDIT : and of course the immature DX11 drivers.
 
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Ok I defy anyone to walk along that road - it looked more like a dried up riverbed! Sometimes things need to be flat, like for wheels and things...
 
Ok I defy anyone to walk along that road - it looked more like a dried up riverbed! Sometimes things need to be flat, like for wheels and things...

Thing is, would in game objects and characters react to a bumpy surface like that, as they passed over it...that would be impressive, but i can see the physics drain on the CPU would be huge.....
 
Thing is, would in game objects and characters react to a bumpy surface like that, as they passed over it...that would be impressive, but i can see the physics drain on the CPU would be huge.....

lol, its a graphical improvement, nothing more or less. I can't even think of a game that has perfect interaction between character and the ground, most movement/jumping/crouching in too many games to count looks shoddy, off the top of my head Lotro, you run around but the steps you take don't match up to the ground, theres elements of the same foot sliding in different positions. Thats how most games are, as for benchmarks that are designed to push the limits, well, its never surprising to see the overuse of effects so the benchmarks actually show up differences in performance.

Tesselation killing performance in one benchmark, or even one game, doesn't mean it can't be used in another game for a far lower performance hit. One game could use it, kill performance and it look crap, while another game uses it more, it looks vastly improved on standard methods and it doesn't cost any performance.

Thats why its always hard to gauge how much things help, hinder or simply don't work at all for a while. But as with most games, smarter people, smarter teams with more budget and time, tend to make better engines.

The most interesting thing will be the first game to forsake DX9 completely to build a ground up dx11/dx10.1 game, though thats likely a while off, Shattered Horizons I saw it suggested it would be dx10-11 only, no dx9, but no clue when thats out or have high hopes for Futuremark(if i'm thinking of the right game) making a fantastic game, but it might be a laugh.
 
The most interesting thing will be the first game to forsake DX9 completely to build a ground up dx11/dx10.1 game, though thats likely a while off, Shattered Horizons I saw it suggested it would be dx10-11 only, no dx9, but no clue when thats out or have high hopes for Futuremark(if i'm thinking of the right game) making a fantastic game, but it might be a laugh.

Official requirements for SH were released yesterday I think and it is indeed DX10 upwards only. I'm sure someone mentioned another game that will have no DX9 support too.
 
1680x1050 4xAA 16xAnniso Tesselation ON DX11:
16804x16xtesdx11.jpg



1920x1080 0xAA 4xAnniso Tesselation ON DX11:
19200x4xdx11tes.png


Crossfire HD5770's @ 900/1300
 
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I was reading in PC format about tesselation anyway what they said was using tesselation you could basically get 3x the amount of detail with the same rendering performance

So what I guess its saying here is (example), I have 1 detailed character using previous methods @ 30fps but if I use tessellation I can have the same detailed character in the scene but with 3 of them @ 30fps

So tesselation will provide better performance, it depends how much the detail has been increased go over that 3x amount and you will lower fps
 
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