dx11 - 27.9 dx10 - 43.2 dx11 ,dx10 shaders high tessallation enabled antistropy 16 AA4X 1920x1080 Pretty below average for dx11 ,BTW perfect benchmark tool ,no more of that 3dmark vatange crap or other benchmarking tools which I find confusing at times.
dx10 - 22.8 dx11 - 26.2 tessallation enabled, vsync off Mode: 1680x1050 4xAA fullscreen Shaders: high Textures: high Filter: trilinear Anisotropy: 16x Occlusion: enabled Refraction: enabled Volumetric: enabled
From what I've seen, this benchmark doesn't scale well. Now don't know if it scales bad on both crossfire and sli, but what I've seen of it crossfire.. Edit-Another pattern I've noticed. This is a benchmark for the video card, but from what I've seen it's also very cpu heavy too. First PC- John Dolan 5870 1gb qx6800 stock p43 8500 4gb Second PC- Miller 4870x2 2gb q6600 3.6ghz p5q-e 8gb ddr2 800 Now in terms of numbers this might not be the best comparison, so something that would be needed to determine how this software finds the final benchmark score, is have 2 people with the same gpu, say the 5870 or something, but one have like an i7 and the other have say a q9440. It's obvious that the benchmark will take into consideration the rest of the system, but by how much though? Settings for test if 2 people decide to. Settings Render: direct3d11 Mode: 1920x1080 4xAA fullscreen Shaders: high Textures: high Filter: trilinear Anisotropy: 16x Occlusion: enabled Refraction: enabled Volumetric: enabled
yeah, i enabled it to, but it wouldn't work..i saw the video, the rocks looked sick, but when i run the benchmark it looked like a 2006 bump mapping..
GTX 295 @ GPU 700MHz, Shaders 1509MHz, Memory 1200MHz Unigine Heaven Demo v1.0 FPS: 42.2 Scores: 1064 Hardware Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009 Operating system: Windows 7 (build 7100) 64bit CPU model: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz CPU flags: 4477MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 HTT GPU model: NVIDIA GeForce GTX 295 8.16.11.9107 896Mb Settings Render: direct3d11 Mode: 1680x1050 8xAA fullscreen Shaders: high Textures: high Filter: trilinear Anisotropy: 8x Occlusion: enabled Refraction: enabled Volumetric: enabled
I hope directX11 does a bit better than what 10 was allowed to do as 10 for me was a peak that was never really established except mostly in BIOSHOCK. So I guess 11 has to hit the gas cause I'm on Premium atm and those 5870's look like they need some serious floor grinding.
Just gonna copy paste out of the main thread for everyone. Some more for you guys at 1024x768 no AA no AF. The rest of the eye candy is maxed though. One GPU DX11: 35.6 // 896. Two GPU DX11: 69.7 // I don't have the score anymore, but the FPS is right. One GPU DX10: 59.5 // 1499 Two GPU DX10: 111.2 // 2802 So actually, at that resolution with no AA, no AF it actually scales pretty much perfectly. 90% or so?
Man, you almost gave me a heart attack, I thought my rig's not configured right since a single HD5870 equals my score :3eyes:, then I saw the res - 1024x768 Windowed. Before I saw this, I was thinking your i7 had something to do with your outstanding score.
Hey I have a DX10 card.Can some post a DX11 screenshot of road,roof,dragon so we can see what DX11 brings with 50% FPS cost. EDIT:NVM Ertard post #34 has posted some nice screens of tess at work.
OC'd back to 3.8Ghz and the cards are still stock 850/1200, but now in CFX. At least it scales well with CFX enabled... microstutter central though... :/ DX11 run: Unigine Heaven Demo v1.0 FPS: 52.1 Scores: 1313 Hardware Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009 Operating system: Windows 7 (build 7100) 64bit CPU model: Intel(R) Core(TM) i7 CPU 965 @ 3.20GHz CPU flags: 3184MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT GPU model: ATI Radeon HD 5800 Series 8.670.0.0 1024Mb Settings Render: direct3d11 Mode: 1920x1080 4xAA fullscreen Shaders: high Textures: high Filter: trilinear Anisotropy: 16x Occlusion: enabled Refraction: enabled Volumetric: enabled This time 950/1240Mhz: DX11 Run: Unigine Heaven Demo v1.0 FPS: 56.2 Scores: 1417 Hardware Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009 Operating system: Windows 7 (build 7100) 64bit CPU model: Intel(R) Core(TM) i7 CPU 965 @ 3.20GHz CPU flags: 3184MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT GPU model: ATI Radeon HD 5800 Series 8.670.0.0 1024Mb Settings Render: direct3d11 Mode: 1920x1080 4xAA fullscreen Shaders: high Textures: high Filter: trilinear Anisotropy: 16x Occlusion: enabled Refraction: enabled Volumetric: enabled Unigine Corp. © 2005-2009
lool, are you serious? the result should have been the other way around, i mean tessellation was made for fps improvement not the other way around.