Dx 11 benchhmark for ATI guys

I had to have a go at this, so score is:

Heaven Demo v1.0
FPS: 43.6
Scores: 1098

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
CPU flags: 2698MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
GPU model: ATI Radeon HD 4870 X2 8.661.0.0 1024Mb

Settings
Render: direct3d10
Mode: 1920x1200 8xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled


I also had a go in DX11 mode and the scores were just a little different.
 
It does, but it isn't exposed in DX, the developer must code for it. If it isn't because of DX11 support of it, it would die again like before with its previous encarnation called Truform.

so what your saying is ati had there own version of tessellation before the dx version? and the two versions are incompatible?
 
Benched again and gtx275 sli definitely has an advantage over a 5850 - here is a good comparison image. Starting to think that a 5850x2 2GB would definitely out perform a gtx295 sli setup since it would scale a lot better then a gtx295 sli setup.

gtx275slivs5850oc.jpg

I tried this same exact setup on 5870 Crossfire and got a score of 124

this bench def. loves mutiple GPU's
 
yeah it does, that's a great score. Most I could get was 93-94fps. You should post a pic for the win:)
 
yeah it does, that's a great score. Most I could get was 93-94fps. You should post a pic for the win:)

only thing that has changed from my 124 score is my GPU core(s) has been bumped to: 900mhz and my GPU memory clock is at 1300mhz
 
Tessellation could drive a huge wedge in terms of performance, between Fermi and Evergreen, or whatever architecture AMD has on the market when Fermi finally debuts. I can't imagine them having the same or even similar performance when tessellation is turned on, due to the difference in architecure. So this could be a huge blow to whichever architecure comes up short.

[edit]

Also, there's been some rumours of a big release comming up for catalyst. I wonder if they'll have a slider option to adjust tessellation. Maybe it's not even possible though, dunno.


[edit2]

Then again, maybe there already is one in there i don't know i don't have a 5000. :D
 
Last edited:
Unigine
Heaven Demo v1.0
FPS:
35.3
Scores:
888
Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz
CPU flags: 2400MHz MMX SSE SSE2 SSE3 SSSE3 HTT
GPU model: ATI Radeon HD 4850 X2 8.661.0.0 1024Mb

Settings
Render: direct3d11
Mode: 1920x1200 4xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 4x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
Unigine Corp. © 2005-2009

EDIT: I just realized ive been on here for 9.5 years!!! wholly crap!
 
Last edited:
looking around at other people's scores it looks like my E8400 is causing my numbers to dip compared to those with i7's :confused:

16385163.jpg
 
Last edited:
For those interested, Unigine is coming out with an updated Heaven benchmark in March that will have new content. I hope it fixes the current issues I'm having with the black bars in the demo.
 
Can anyone explain why tessellation isn't working in my demo? i7 920, 5870, 10.2 cats, 6 gigs of ram.
 
I tried it on my overclocked GTX 260 SLi rig for the hell of doing so, 1920x1200 with default filtering = 75FPS, 1680x1050 = 91FPS.
 
i got about "Hardware tessellation with DirectX 11". Do you enable it yourself or is it auto enabled?
 
yeah i got it. I ran the benchmark test and with everything up dx11, tessellation, etc... here are results.

1920x1080

2AA (29fps)
0AA (38fps)

each test ran twice. the things that killed my FPS was lighting. I can see im going to need More GPU Power or even CPU power OR go down in resolution
 
I ran v1.0 on the rig in my sig and here is my score - note nothing I have is overclocked.

Heaven Demo v1.0
FPS: 35.3
Scores: 890

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
CPU flags: 2672MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
GPU model: ATI Radeon HD 5800 Series 8.702.0.0 1024Mb

Settings
Render: direct3d11
Mode: 1920x1200 fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
 
AA seems to take a bit off heh:

Heaven Demo v1.0
FPS: 22.3
Scores: 561

Hardware
Binary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 (build 7600) 64bit
CPU model: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
CPU flags: 2672MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
GPU model: ATI Radeon HD 5800 Series 8.702.0.0 1024Mb

Settings
Render: direct3d11
Mode: 1920x1200 8xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 16x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled
 
Correct me if I'm wrong, but running in DX11 mode with anything other than 5xxx gpu will result in it actually defaulting back to DX10? With the exact same option settings, this should yield the same results as running with DX10 selected. I'm only asking this because i saw a few 4850/4870 posts saying it ran in DX11.....
 
Correct me if I'm wrong, but running in DX11 mode with anything other than 5xxx gpu will result in it actually defaulting back to DX10? With the exact same option settings, this should yield the same results as running with DX10 selected. I'm only asking this because i saw a few 4850/4870 posts saying it ran in DX11.....

No, it's still technically running the DX11 code path, but all of the DX11 exclusive features, like tessellation, won't be executed on non-DX11 hardware. Microsoft put a fair bit of effort towards getting this to work right so that developers could write a single DX11 code path and have the API automatically disable features for old hardware. Whereas before games would detect your hardware level and have multiple code paths depending what your hardware can do. Having a single code path means a lot less development and debugging cost and is likely to increase the number of DX11 games even if DX10 hardware sticks around longer than expected.

DX11 is a superset of DX10.

This is also the case for older hardware too. As long as you have DX11 installed on Vista or 7, you can run DX9 or older hardware with the same code path. It's all the WinXP hold-outs that can't "get in on the deal" and until WinXP finally dies developers will still have to accommodate them explicitly.
 
Last edited:
Back
Top