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Old 22-Jun-2012, 08:45   #1
Davros
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Default Passion Leads Army UE3 Benchmark (DX9, DX11)

Chinese Unreal Engine 3 DirectX 11 Benchmark - Just a heads up, you can finally download that DX11 benchmark from the Chinese game Passion Leads Army from Giant IronHorse. The game is powered by Unreal Engine 3 so you've pretty much seen it all in terms of tech but, for those of you that really like benchmarks, you can download it and give it a spin

Following DX11 effects can be seen in the benchmark:
Tesselation.
Horizon-Based Ambient Occlusion (HBAO).
Bokeh-DOF effect.

As for GPU PhysX content, it includes:
GPU accelerated rigid bodies (destruction scenes).
APEX Particles effects (leafs, sparks, debris, dynamic fog).
Interactive and tearable PhysX cloth objects.

http://www.gamefront.com/files/21766...nchmark525_zip (600mb)










Important Note : Do not post any problems or the lead programmer will be executed.
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Old 22-Jun-2012, 14:35   #2
Mendel
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PLA, eh? I was hoping to fight in North Ireland



Setting as per your screenshot





Same, except here I upped the resolution to 2560x1600 and put physx on high.
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Old 22-Jun-2012, 15:16   #3
fellix
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Quote:
Originally Posted by Davros View Post
Important Note : Do not post any problems or the lead programmer will be executed.
I see why -- a buggy mess from first sights.

Anyslut, here's my contribution:



Same settings as in the first post.
The videocard is clocked at 825/4200MHz.
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Old 22-Jun-2012, 18:41   #4
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I wasn't overly impressed with it tbh.
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Old 22-Jun-2012, 19:09   #5
Mendel
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judging by fellix´s results I probably have something fuxxed up in my system. Should get a better score than that... meh
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Old 22-Jun-2012, 19:36   #6
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Q9650@4.25GHz, ForceWare 301.42(Q), Win 7 U x64 SP1
1920x1080, 8xMSAA, PhysX High, Maxed

GTX460@675/3600MHz 26.0 FPS



GTX460@930/4400MHz 35.1 FPS

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Old 23-Jun-2012, 01:47   #7
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37 fps average at 1680x1050 with DX11, normal texture resolution and PhsX. AMD Triple Core and a GTX 460.

It was kind of neat to see, an odd mix between average last gen stuff with a few glimpses of new things. The cobblestones and etc. were a neat reminder of how good tessellation looks, or rather how good high poly models look with tessellation and displacement mapping's ability to efficiently render such.
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