Product: HIS HD3870X2 Crossfire X
Company: ATI Technologies
Authour: Alex 'Morgoth Bauglir' Voicu
Editor: Charles 'Lupine' Oliver
Date: June 3rd, 2008
Jericho

Version used: 1.0.0.1

Testing method: FRAPS run through the first level after entering the Al-Khali complex, results represent the average of three 3 Minute long runs

Here we have another very GPU bound title. Jericho exploits SM3.0, having detailed shaders on just about all surfaces, using high quality models and shadowmaps, with depth of field and motion blur adding to the cinematic feel. With it being developed with the Xbox360 as target platform, it's not exactly lavish in its use of texturing, but tries to make up for that by using complex materials on all surfaces - hmm, this sounds like a very good match for the 3870X2, with its significant math muscle and less than stellar texturing abilities.

The testing run consists of going through the level from its beginning immediately after entering the complex, smacking a bad guy, watching the priest's chat with his old girlfriend and then heading on to the next objective.

Jericho only offers control over AA through its "Advanced Smoothing" setting, so we used that to adjust AA. No AF was added to the mix.

3870X2 - No AA
3870X2 - No AA
3870X2 - 4x AA
3870X2 - 4x AA
3870X2 - 8x AA
3870X2 - 8x AA
3870X2 Crossfire - No AA
3870X2 Crossfire - No AA
3870X2 Crossfire - 4x AA
3870X2 Crossfire - 4x AA
3870X2 Crossfire - 8x AA
3870X2 Crossfire - 8x AA

By looking at the graphs you'll have noted that we were up to some mischief with Jericho: we renamed its executable, since we were getting very poor performance for no apparent reason with the game's original naming - and it's a good thing we did! Due to its rendering method, Jericho is very AFR friendly (sic), and it seems that the Catalyst drivers neither have a Crossfire profile in place for it, nor are they able to make compatible AFR work. There's still a hefty drop caused by enabling AA, beyond what would normally be expected, but it might be due to the way the game makes use or MRTs. There were no rendering artifacts caused by the renaming, so this is an acceptable (if suboptimal) solution - in fact, take a peek at the graphs that show the scaling we're getting in order to evaluate just how acceptable it turned out to be:

Scaling - No AA
Scaling - No AA
Scaling - 4x AA
Scaling - 4x AA
Scaling - 8x AA
Scaling - 8x AA

It is worth mentioning that enabling 8X AA causes the same drop to 1 FPS with the 3870X2 when staring at the game's fly-ridden organic menu. The solution to this is to enable 8X AA after loading the level, as the menu you'll be getting at that point is a simpler, painted one, which isn't affected, and as you can see whilst ingame you don't end up being pegged at 1 FPS, like in NWN2. Tag this as exhibit 2.


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