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[NGOHQ]Unigine Heaven Benchmark 2.0 - Page 7

post #61 of 212
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Quote:
Originally Posted by sgr215 View Post
Keep in mind I used extreme tessellation while he used normal which is a major difference in FPS between the two.
didn't notice.
The bottleneck
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The bottleneck
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post #62 of 212
Um, hey ATI folks

Maybe you want to actually tune in your memory so that it does not throttle due to errors. All of you with sub 10 FPS minimums are throttling on memory.

Fix your overclocks! This is how things look like with moderate tessellation and 4x AT at 1920x1200 with a single HD5850 that is actually stable.

Also, the 24 FPS low is actually a glitch in the demo since it occurs at a transition between two stages (i.e., on a dark screen with minimal detail) and always in the same spot. Actual minimal are about 33 FPS.


Edited by dejanh - 3/23/10 at 4:08pm
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post #63 of 212
It uses CUDA calls.

I was asked to edit the post and simplify the text here.

It was the XML used by the engine for procedural calling of the files.

The engine is rather shady, and it has artifacts in the shadows. The problems with the engine are not entirely resolved. It is asking for calls that don't exist yet.
Edited by NoahDiamond - 3/23/10 at 4:19pm
    
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post #64 of 212
Quote:
Originally Posted by NoahDiamond View Post
It uses CUDA calls.

*Bunch of #'s and letters here*
Great another TWIMTBP benchmark just what I wanted :/. Now I feel like canceling my DL and just use the fair 1.0 benchmark. Thanks for the diagnosis though Noah
post #65 of 212
Quote:
Originally Posted by NoahDiamond View Post
It uses CUDA calls.
.....
"Oh My God, They Killed ATI!" "You Bastards!"
post #66 of 212
Quote:
Originally Posted by dejanh View Post
Um, hey ATI folks

Maybe you want to actually tune in your memory so that it does not throttle due to errors. All of you with sub 10 FPS minimums are throttling on memory.

Fix your overclocks! This is how things look like with moderate tessellation and 4x AT at 1920x1200 with a single HD5850 that is actually stable.

Also, the 24 FPS low is actually a glitch in the demo since it occurs at a transition between two stages (i.e., on a dark screen with minimal detail) and always in the same spot. Actual minimal are about 33 FPS.
Or, it could be because you only have AFx4 and no AA turned on with moderate tessellation. The fellas dipping into the single digits have everything maxed. Mine was at 8xAA, 16xAF with tessellation on extreme, I feel that I did pretty well. Give me a few and I'll post a score with your current settings.
post #67 of 212
If you go into the heaven 2.0 directory, you will find heaven.zip. If you unpack that, you can see all the mesh files. If you have the free SDK, you will find optimized code that looks for specific hardware before defaulting to a secondary engine.

It doesn't name what it is looking for, but it looks for a specific hardware string, and when it is not found, it just falls back to the old render.

The problem with seaming is still not resolved.

The Tessellation optimization is not truly in place. Instead, we have a series of improved render methods that stack on top of each other. One major flaw with the engine that I already see in version 2.0 is that it is basically version 1.0 with new extensions added that I have not seen before. They are not DX11 library files. They are something else.

I'm not going to say it's nVidia optimized, but it certainly drops a lot of tessellation in, without taking into consideration the fact that a computer will have to run other tasks while rendering it. The CPU usage is maxed out as well.

Running it on our NV simulator, I don't see any advantages, but out simulator is 9 months old, and exists in software to test for final game compatibility, and there are calls that do not exist in that simulator.

I suppose we will soon see. I still say Voxel rendering is more efficient. Seeing as Tessellation on the GTX 480 is handled through CUDA emulation, it can use as many stream processors as it needs to handle the tessellation... but this does not take into account out of order processing, Physx, scenario render, destructible environments, or any other real world scenario.

In short, version 2.0 looks as broken as version 1.0.

We never got to get out hands on 1.1, and Unigine would not send it to me, stating that they did not produce it. I later found out that nVidia bought a license and produced 1.1. As far as I can see, this is not a real world scenario.

The environments are pretty, but they failed to use tessellation gap fill by overlapping or crossing the seams. It looks like it was thrown together to meet a launch date.
    
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post #68 of 212
Eww...
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post #69 of 212
Quote:
Originally Posted by donutpirate View Post
Or, it could be because you only have AFx4 and no AA turned on with moderate tessellation. The fellas dipping into the single digits have everything maxed. Mine was at 8xAA, 16xAF with tessellation on extreme, I feel that I did pretty well. Give me a few and I'll post a score with your current settings.
I ran at extreme tessellation with 4XAF and no AA. At 1920X1200, AA is rather pointless since the resolution is so high. AF beyond 4X is useless with the large texture maps.

If the card were to throttle back, it would do so to the entire card. Try running the Extreme tessellation.

I still say Voxels are a more efficient way of rendering surfaces.
Edited by NoahDiamond - 3/23/10 at 4:20pm
    
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post #70 of 212
For some reason... when I run Heaven 1.0, my card gets HOT!!!... but 2.0, the fan barely spins up. It's like it's being held back.
    
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