Codecreatures
In order to demonstrate their next generation game development system, German company Codecult immerses you in one of the most lush, photo-realistic, “living” nature scenes of all time!
With the latest Codecreatures engine demo, Codecult harnesses the power of the GeForce4 Ti polygon throughput and shading technology of the nfiniteFX engine to unleash their creativity. Each scene spans 250,000 to 1,000,000 triangles. Combining these massive amounts of geometry with rich, intricate textures, this demo features everything new videocards have to offer. Vertex shaders inject an extra dose of vitality into the glorious Codecult world by enabling countless blades of waving grass, rolling water with real-time reflection and refraction, and a realistic sky dome with correct atmospheric lighting.
By utilizing the increased geometry throughput capabilities and the programmable Pixel Shaders and Vertex Shaders of a videocard, Codecult and their Codecreatures engine will help bring future games to a re-defined level of realism and performance.
The benchmark proofs that is utilizes the videocard extremely well, secondly when a game has been optimized enough you do not need raw CPU power to get it running smoothly or better. CodeCreatures utilizes the graphics card and is an awesome and accurate benchmark to test future graphics cards with.
Again, when we look at FSAA and Anisotropic we notice the same performance decrease as we saw in AquaMark. In a later test (Quake III) we'll demonstrate how the score translates itself into real world performance. Again, this is not 'in-game' performance you are seeing here but rather synthetic performance scores.
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