• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Unigine OpenGL/Direct3D9 Benchmark

DOF in games is inherently flawed (and hence why some people feel nausea due to it) in that it doesn't know where the eye is looking so just blurrs everything at a distance... the only place it should be used imo is cut scenes.
 
Rroff said:
DOF in games is inherently flawed (and hence why some people feel nausea due to it) in that it doesn't know where the eye is looking so just blurrs everything at a distance... the only place it should be used imo is cut scenes.
It can be used effectively in certain situations to induce a "scope" effect, but otherwise you are totally correct. Maybe in the future, screens will be able to track your retina and adjust the DoF accordingly :)
 
Unigine v0.4
Sanctuary demo
FPS:
57.5
Scores:
1218
Hardware
Operating system:
Windows Vista (build 6000) 64bit
CPU model:
Intel(R) Core(TM)2 CPU 6300 @ 1.86GHz
CPU flags:
2659MHz MMX SSE SSE2 SSE3 HT
GPU model:
NVIDIA GeForce 8800 GTX 7.15.11.5824 768Mb
Settings
Render:
direct3d9
Mode:
1680x1050 8xAA fullscreen
Shadows:
shadow map hardware soft
Shaders:
high
Textures:
high
Anisotropy:
16x
Translucence:
enabled
Parallax:
enabled
Specular:
enabled
Reflection:
enabled
Refraction:
enabled
Motion blur: disabled
Glow:
enabled
DOF: disabled
HDR:
enabled
Unigine Corp. © 2005-2007
 
Here are my results. Dont know why hdr isnt on by default when using d3d mode tho since my card easily supports it. But per rules you can only use default ccc settings and in the benchmark only touch res and aa to 1280 res and 4x aa.

Duno if these results mean my machine is any good but well you can let me know if there expected or could have been better etc.

Dx9

2004759704533138135_rs.jpg


Dx9 again but with medium shaders like OP did.

2000358606979616262_rs.jpg

OpenGL

2004711612421848476_rs.jpg
 
Last edited:
GTX stock


GTX 648/2160


The OpenGL sucks in Vista with Nvidia, can't get much over 90 fps. Had a look and yep its a known.

http://unigine.com/devlog/19/
Sanctuary released!

Recent changes:

* Release of "Sanctuary" demo!
* Correct detection of MS Vista in SystemInfo.
* Detection of ATI R600 cards.
* Detection of SLI mode at NVIDIA cards.
* Non-realtime rendering mode with fixed FPS for machinima movies.
* Occluders skipping bugfix.
* UnigineScript bugfix of complex expressions with brackets.
* 64bit plugins for 3ds Max.
* Freezing of physical objects.
* Per-joint adjusting of iterations count.
* Clamping of maximal impulses in joints.
* New ObjectDummy object for hierarchy handling.
* New convex hull physics primitive.
* Setting of mass for ragdoll.
* Automatic generation of ragdoll by arbitrary animated model.

Release of "Sanctuary" demo took a lot of our efforts, but it brought a lot of valuable feedback. Some major websites (including opengl.org and devmaster.net) published news about our demo and it became a starting point to massive testing and discussions about our technologies on different websites. Results are the following:

1. Unigine v0.4 runs well on MS Windows 2000, 2003, XP and Vista, as well as different Linux distributives.
2. Unigine v0.4 runs well on various NVIDIA NV30/NV40/G70/G80 and ATI R300/R400/R500/R600.
3. Our render scales perfectly with GPU performance growth, we aren't CPU-bounded.
4. SLI mode provides 2x boost of performance with our demo.
5. There is very big performance problem of the driver with Vista/OpenGL on NVIDIA cards.
6. There are a lot of people with great hardware, who are eager for great graphics.
7. People do like our demos.

Benchmarking results are the following (with default settings):

* ~2-5 FPS @ NV30
* ~10-30 FPS @ NV40
* ~15-80 FPS @ G70
* ~150-180 FPS @ G80
* ~5 FPS @ R300
* ~10-25 FPS @ R400
* ~10-85 FPS @ R500
* ~130 FPS @ R600
 
Last edited:
@ mem/core 793mhz/602mhz

dont seem to support hdr? meh!

opengl:


Unigine v0.4

Sanctuary demo

FPS: 26.4
Scores: 560
Hardware

Operating system: Windows Vista (build 6000) 32bit
CPU model: Intel(R) Core(TM)2 CPU 6400 @ 2.13GHz
CPU flags: 2839MHz MMX SSE SSE2 SSE3 HT
GPU model: NVIDIA GeForce 7900 GS 7.15.11.6344 256Mb
Settings

Render: opengl
Mode: 1280x1024 4xAA windowed
Shadows: shadow map hardware soft
Shaders: high
Textures: high
Anisotropy: 16x
Translucence: enabled
Parallax: enabled
Specular: enabled
Reflection: enabled
Refraction: enabled
Motion blur: disabled Glow: enabled
DOF: disabled HDR: disabled

dx9:

Unigine v0.4

Sanctuary demo

FPS: 27.4
Scores: 580
Hardware

Operating system: Windows Vista (build 6000) 32bit
CPU model: Intel(R) Core(TM)2 CPU 6400 @ 2.13GHz
CPU flags: 2839MHz MMX SSE SSE2 SSE3 HT
GPU model: NVIDIA GeForce 7900 GS 7.15.11.6344 256Mb
Settings

Render: direct3d9
Mode: 1280x1024 4xAA windowed
Shadows: shadow map hardware soft
Shaders: high
Textures: high
Anisotropy: 16x
Translucence: enabled
Parallax: enabled
Specular: enabled
Reflection: enabled
Refraction: enabled
Motion blur: disabled Glow: enabled
DOF: disabled HDR: disabled
 
Heres mine, graphics card overclocked but I am sure it will go a fair bit further!
Will add OpenGL soon.

Are these settings what everyone else are using?

direct3d9 - 94.7FPS / 2008



Render: direct3d9
Mode: 1280x1024 windowed
Shadows: shadow map hardware soft
Shaders: high
Textures: high
Anisotropy: 16x
Translucence: enabled
Parallax: enabled
Specular: enabled
Reflection: enabled
Refraction: enabled
Motion blur: disabled
Glow: enabled
DOF: disabled
HDR: enabled

direct3d9 - 39.0FPS / 826




Render: opengl
Mode: 1280x1024 windowed
Shadows: shadow map hardware soft
Shaders: high
Textures: high
Anisotropy: 16x
Translucence: enabled
Parallax: enabled
Specular: enabled
Reflection: enabled
Refraction: enabled
Motion blur: disabled
Glow: enabled
DOF: disabled
HDR: enabled
 
Last edited:
Heres mine

test-1.jpg


Seems low compared to the GTX's. I did notice tho that it was only using one on my cores, and as mine is at stock, this may have an effect on the score :(
 
Sanctuary demo
FPS: 82.2
Scores: 1743

Hardware
Operating system: Windows Vista (build 6000) 32bit
CPU model: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
CPU flags: 2959MHz MMX SSE SSE2 SSE3 HT
GPU model: NVIDIA GeForce 8800 GTS 7.15.11.6367 320Mb

Settings
Render: direct3d9
Mode: 1280x1024 4xAA fullscreen
Shadows: shadow map hardware soft
Shaders: high
Textures: high
Anisotropy: 16x
Translucence: enabled
Parallax: enabled
Specular: enabled
Reflection: enabled
Refraction: enabled
Motion blur: disabled
Glow: enabled
DOF: disabled
HDR: enabled
 
Ok same settings as the op here my d3d wich the oc'd gts seems to excell in

direct3d.jpg


the openGL doesnt seem to do it any favours though for some reason

opengl.jpg


no shader oc on the card though as im on the new beta's, might roll back the drivers to see if a shader oc makes a huge differance or not.
is openGL more cpu dependant as my score for GL is terrible yet people are getting over 1000+ and the only thing i can see that would do it is the bad clocks i have on mine as my d3d9 scores seem to compare well?? is my cpu really being that much of a bottleneck?
 
Last edited:
ok heres my results with the shader clock oc'd on the last set of beta's(the bioshock one's)
as you can see the shader oc makes a hell of a differance over 200 points in the d3d9 benchy

d3d9shaderoc.jpg


even the openGL test benefits another 100+ points

openglshaderoc.jpg

around 10fps give or take a couple on each test isnt bad concidering i ran this benchy on stock clocks and only lost 2fps from my first tests without the shader oc on opengl score and about 3.5fps on the d3d9 bench.
so the shader oc makes the biggest performance boost from what i can see unless it factors in on how much an increase the core clock gives you.
 
the nvidias cards seem to be trouncing the ati,s with this benchmark

mine is getting:

FPS: 63.0
Scores: 1336
Hardware
Operating system:
Windows Vista (build 6000) 32bit
CPU model: Intel(R) Core(TM)2 Duo CPU E6850 @ 3.00GHz
CPU flags: 3599MHz MMX SSE SSE2 SSE3 HT
GPU model: ATI Radeon HD 2900 XT 7.01.01.680 512Mb
SettingsRender: direct3d9
Mode: 1280x1024 4xAA fullscreen
Shadows: shadow map hardware soft
Shaders: high
Textures: high
Anisotropy: 16x
Translucence: enabled
Parallax: enabled
Specular: enabled
Reflection: enabled
Refraction: enabled
Motion blur: disabled
Glow: enabled
DOF: disabled
HDR: enabled
 
GFX card at stock speeds for each run, I did bench the OPs settings using OpenGL but for some reason it didn't save the changes even though I restarted the program and I really don't want to sit through it again :p

OP settings D3D:



Max Settings D3D:

 
Back
Top Bottom