Still there has been on average (TPU, largest selection of games) clear advantage for 6950
Advantage at certain resolutions due to mainly, The 6950's 2Gb frame buffer, At 1920x1080 the difference between the 2 is very small.
Still there has been on average (TPU, largest selection of games) clear advantage for 6950
Advantage at certain resolutions due to mainly, The 6950's 2Gb frame buffer, At 1920x1080 the difference between the 2 is very small.
Hopefully devs just don't do stupid tessellation of walls instead.
It better look significantly better than the 360 version to achieve performance like that!
How these were on the Xbox360 build:
Resolution - mix of 960x544 and 1280x720, and some things like fog particles were rendered in half resolution that are rendered in full on PC.
Vsync - Xbox had "smart vsync" i.e. Vsync on if frame rate above 30, and off if below 30. PC doesn't support a mode like this. American Nightmare Xbox360 btw has a selectable Vsync (on, off, smart).
Antialiasing and FXAA - We had 4xAA on Xbox. FXAA was added to American Nightmare.
Anisotropic Filtering - Some textures where it was important had Aniso on Xbox (like the road texture with the yellow line), most were trilinear filtered only.
Shadow Quality - Xbox360 is somewhere around the medium setting. The rendering differs a bit so no exact comparisons can be made.
SSAO Quality - Xbox360 build had something like the Low setting - maybe with a bit less noise.
Backdrop Quality - Xbox360 Alan Wake used Medium.
GodRay Quality - Xbox360 build had this turned to off except for some specific scenes where we had the performance to turn it on and had most visual impact. The quality was less than "High".
Volumetric Light Quality - Xbox used the "Low" setting.
Draw Distance - Xbox build had this at Full - it was mainly added as an optimization. Draw calls are way more expensive on the PC than they are on the Xbox360, and this reduces draw calls.
LOD Distance - Xbox build had this around the middle mark.
FOV - Middle / default is the one Xbox360 version used too.
Oh nice.
Wonder what they mean by mix of 960x544 and 1280x720. The pre-rendered cut-scenes were 720p. >_>
Here are the settings compared to the XBOX360 version:
http://forum.alanwake.com/showthread.php?t=7725
Most recent games end up not working on my old X1950 because the drivers are 2 years old and developers don't test the cards. NV on the other hand is still supporting GF6.Ok so now it's time for someone to benchmark the game on various PC graphics cards at those settings and we can see how efficient the PC version of the engine is. I'd be especially interested in the older GPU's like the GF 7900GTX and Radeon 1900XT.
Thoughts
-360 had little aniso. That machine seems to get hit hard by it. I've seen bilinear filtering in 360 games. This seems strange when you consider Radeon cards since the beginning have had optimizations to minimize aniso hit. What is up with Xenos?
-PC draw calls cost far more. Thanks DX9?
-PC draw calls cost far more. Thanks DX9?
.
Thoughts
-360 had little aniso. That machine seems to get hit hard by it. I've seen bilinear filtering in 360 games. This seems strange when you consider Radeon cards since the beginning have had optimizations to minimize aniso hit. What is up with Xenos?
I suppose I should have guessed that it is bandwidth related. Need moar edram.AF Texture ops hit main memory bandwidth (GDDR3).
Hopefully devs just don't do stupid tessellation of walls instead.