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Unigine DX11 benchmark

FPS:
33.6
Scores:
846
Hardware
Binary:
Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system:
Windows Vista (build 6002, Service Pack 2) 64bit
CPU model:
AMD Phenom(tm) II X4 805 Processor
CPU flags:
3250MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model:
NVIDIA GeForce GTS 250 8.15.11.8585 1024Mb
Settings
Render:
direct3d10
Mode:
1680x1050 fullscreen
Shaders:
high
Textures:
high
Filter:
trilinear
Anisotropy:
4x
Occlusion:
enabled
Refraction:
enabled
Volumetric:
enabled

^^ with my crap system under dx10 / 1680x1050 🙁
 
I got ~28fps at 1920x1200, 16AF, 2AA, DX11 mode (I just set it to that...no idea what differences it made other than obviously I get no tesselation) with my 4870 at 800/1000.
 
I think the benchmark is nice in a way, but without tesselation it's the other extreme, vs a LOT of tesselation, which makes performance take a nosedive.
 
yeah, the demo relies heavily on tessellation... and doesn't look even half as good without it.. but the framerate difference is substantial.
 
What's up with the intentional "nearsighted" vision effect where everything in the foreground is crisply in focus like the viewer has 20/20 vision but then everything in the background, but still perfectly within resolvable eyesight, its like the viewers vision goes to hell as if they are nearsighted and need glasses to see things in the distant?

Is that supposed to be a cool effect in games these days? I find it annoying. The rest of the demo where they let you see things as if your vision is just fine is pretty cool.
 
I ran it in DX10 mode, even then it looked pretty nice. I'm sure if I saw DX11 on my system then the DX10 mode wouldn't look half as nice anymore. 🙂 The YouTube video, it looks like tessellation really has the potential to make a big impact on visuals. I wonder if the tessellators in AMD's earlier generation cards will ever see use now that this feature is going mainstream?
 
I think there are 2 big reasons to use tessellation

1) The level of detail of models can be adjusted based on distance, so objects closer up are more detailed (this is demonstrated in the video).

2) The level of detail can be adjusted based on the power of the system, playing an old game 5 years from now? .. turn up the tessellation level of detail massively.
 
This is very cool. It's amazing how far realtime 3D graphics has come along. How many more polygons can the current hardware generate? Or what's the DX11 requirement for a hardware tessellation, when it comes to polygon counts? (if that makes sense)
 
Wow everything definitely looks awesome with Tesselation On. I hope some of the more mainstream engines can implement Tesselation with impressive results like this.
 
1st Test
Unigine
Heaven Demo v1.0
FPS:
30.6
Scores:
771
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:
3007MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model:
ATI Radeon HD 5800 Series 8.661.0.0 1024Mb
Settings
Render:
direct3d11
Mode:
1600x900 2xAA windowed
Shaders:
high
Textures:
high
Filter:
trilinear
Anisotropy:
4x
Occlusion:
enabled
Refraction:
enabled
Volumetric:
enabled

2nd Test
Unigine
Heaven Demo v1.0
FPS:
36.5
Scores:
919
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:
3007MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model:
ATI Radeon HD 5800 Series 8.661.0.0 1024Mb
Settings
Render:
direct3d11
Mode:
1024x768 4xAA fullscreen
Shaders:
high
Textures:
high
Filter:
trilinear
Anisotropy:
4x
Occlusion:
enabled
Refraction:
enabled
Volumetric:
enabled
 
Very impressive... Looks better than anything Futuremark has put out since 03

Alot of the scenes there look like actual movies, its hard to believe its being rendered in real time
 
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