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Benchmarks - Splinter Cell

Splinter CellNew in our Benchmark suite is the very popular game Splinter Cell. Making a believable world for a spy to play in is quite a daunting taimageview.php?image=591sk, but the levels are varied, filled with appropriate objects, and designed so that you usually dont have to choose between too many paths. It wouldve been great if you couldve had several points of entrance and that way get a lot more replay-value. Sam and the rest of the characters do look terrific, with high polygon models and both crisp and appropriate looking textures. What really separates Splinter Cell from most recent action games is the use of shadows. Splinter Cell uses the Unreal engine, which weve seen in several great looking games the past months, but UbiSoft also added improved lighting. By using real-time cast shadows, lightmaps, etc, this title gives you some of the best looking shadows to date.

In response to the growing use of sophisticated digital encryption to conceal potential threats to the national security of the United States, the NSA (National Security Agency) has ushered forth a new dawn of intelligence-gathering techniques. This top-secret initiative is dubbed Third Echelon. Denied to exist by the U.S. government, Third Echelon deploys elite intelligence-gathering units consisting of a lone field operative supported by a remote team. Like a sliver of glass, a Splinter Cell is small, sharp, and nearly invisible.

You have the right to spy, steal, destroy and assassinate, to ensure that American freedoms are protected. If captured, the U.S. government will disavow any knowledge of your existence.

You are Sam Fisher.

You are a Splinter Cell.

Splinter Cell is a DirectX 8/9 title and can handle Pixel Shaders if your card supports it. The downside of this nice piece of software is that it has different modes for different classes of hardware. We designed a configuration that is nearly the same for all graphics cards, however any low-end graphics card that does not support Pixel Shaders will reproduce a slightly different score. Secondly Splinter Cell has two shadowing techniques, Projector and Buffer mode. We force Projector mode in high detail on all graphics cards. Again, graphics cards without shader capabilities will run into a problem as they do not support it. We are talking about GeForce4 MX and earlier models (excluding the GeForce 3 series) only. With that in mind this software really is an excellent benchmark. Small sidenote, we are not using the standard timedemo's. We made one ourselves that stresses the fillrate of a graphics card and will utilize a CPU very little.

Let's take a look at some of the benchmark numbers. Unlike some of the future games Splinter Cell doesnt use per-pixel lighting, so the framerate should be quite good even for owners of mid-end PCs.

Splinter Cell 1.2b 800x600 1024x768 1280x1024 1600x1200
FX5500 18 15 11 9
FX5600 22 19 15 12
FX5700 27 23 18 15
9600 Pro 32 28 22 18
FX5700U 33 28 23 18
5700U GDDR3 33 28 22 18
R9600XT 36 31 25 20
5900XT 46 39 32 26
5950U 54 47 38 32
9800 Pro 50 45 35 31
9800XT 54 49 39 34
6800GT 16xAF 77 73 58 50
x800Pro 72 70 60 54
6800GT 78 77 67 58
6800GT 401/1060 77 78 72 64
6800U 78 77 71 63
x800XT 73 73 71 67
6800U 16xAF 74 72 60 51

Hey, I also threw in the results at 16x anisotropic filtering which makes a ~10% difference. God, that's nice performance. We left out the results for Antialiasing in this particular benchmark. The lighting model causes odd visible rendering errors within AA and reproduces odd results. This is a known issue.

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