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#1 |
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God of Wicked Games
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I notice the 7800 family all makes a poor showing in far cry compared with the 1800/1900 family.
What about far cry makes these cards run slow compared to their competitors?
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Ice109: I had never truly known the meaning of "so happy i just pulled out my d**k and started beating it" until right then |
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#2 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,057
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dynamic branching?
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#3 |
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Senior Member
Join Date: Jul 2004
Location: NY, NY
Posts: 2,680
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no its polygon counts, far cry uses quite a bit more then most games when it comes to polygon counts. UT 2004 and Doom 3, and Quake 4 use around 100k-150k per scene unshadowed. Far Cry some outside areas reach up to 275k. nV's vertex shaders aren't as optimal because of the lower fequencies they run at.
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#4 |
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God of Wicked Games
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that makes sense
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Ice109: I had never truly known the meaning of "so happy i just pulled out my d**k and started beating it" until right then |
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#5 |
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Senior Member
Join Date: Apr 2004
Location: UK
Posts: 1,474
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'Far Cry' seems to be one of those games were you get wildly different results depending on what maps were benchmarked. Outdoor and indoor scenes tend to emphasis different aspects of a card, with outdoor being high poly and indoor using more shaders and dynamic lights.
EDIT: Looking at these X-bit benchmarks I don't really see a massive difference between 7800 and 1800 scores. *shrug*
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"We are all atheists about most of the gods that humanity has ever believed in. Some of us just go one god further." - Richard Dawkins Last edited by Diplo; 26-Jan-2006 at 00:33. |
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#6 | |
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Naughty Boy!
Join Date: Feb 2002
Posts: 1,444
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Quote:
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#7 |
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Chief Spastic Baboon
Join Date: Jun 2002
Location: Location, Location with Kirstie Allsopp
Posts: 2,258
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Far Cry's also a bitch for transparency AA (if enabled).
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#8 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,314
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Quote:
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#9 |
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Member
Join Date: Jul 2003
Posts: 406
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Yeah, on just about all the outdoor levels the excessive foliage and shrubbery will up the Adaptive AA workload considerably, causing framerates to plummet as the applied FSAA setting (2x/4x/6x) results in a similar level of Super-Sampling AA being applied to large portions of the screen.
Does the X1K range now have a Mutli-Sampling (Performance?) Adaptive AA toggle in the Catalysts? |
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#10 |
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Regular
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I thought adaptive AA has always had performance and quality options on the slider.
Jawed |
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#11 |
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Naughty Boy!
Join Date: Mar 2004
Posts: 1,172
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I always assumed the outdoor jungle scenes favoured Ati due to the amount of vertex work needed doing but that was just an assumption I made.
Talking of Far Cry I loaded it up again the other day this time with HDR. After a while of tweaking HDR so it was not too excessive I was struck again how beautiful Far Cry looks. While things like Quake 4 and Doom 3 look cartoon like and Half Life 2 looks almost 2D and sparse, Far Cry looks full and lush. Whether this is because the sea/jungle setting just looks "full" and colourful or whether it is just good coding but this game still looks fantastic. |
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#12 | |
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Old Fart
Join Date: Feb 2002
Location: Jacksonville, Florida USA
Posts: 2,065
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Quote:
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I love Bush.......the pussy, not the President! |
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#13 |
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Registered
Join Date: Feb 2006
Posts: 159
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[QUOTE=Diplo]'Far Cry' seems to be one of those games were you get wildly different results depending on what maps were benchmarked. Outdoor and indoor scenes tend to emphasis different aspects of a card, with outdoor being high poly and indoor using more shaders and dynamic lights.
So, in what kind of scenes GeForce 7800xxx should run better? |
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