Galaxy Zeus 5900 XT review

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teaser

Page 12 - FireStarter

FireStarter
firestarter1.jpgIn FireStarter, your character is engaging in play on a convincing virtual-reality simulator when a virus is introduced into the computer system. The system goes haywire, at once generating fierce monsters that attack you while simultaneously rendering you unable to disconnect from the virtual world. You must complete each level within a specific time period to have any hope of escaping the confines of this computer-generated place in a semi DirectX 8.1 and 9 environment.

Particle systems:

  • Particle systems, explosions, projectile flight effects are made of basic effects and can be as much complex as needed
  • All effects are plug-ins
  • Standardized protocol for effect programming
  • 11 basic effects as spray, splinters, flashes, trigger, etc.
  • Simple mechanism of building effects in the levels and binding to entity of the level.
  • Programmable recurrence of the effects
Level effects:
  • Steam, smoke, fire, geyser and other effects based on the particle systems
  • Realistic localized volumetric fog with the possibility of camera-view from inside and outside
  • Global volumetric fog throughout the whole level without level geometry and used shaders constraints
  • Lighting with omni, directed, volumetric light, lighting with skybox
  • Dynamic light
  • Projected textures
  • Detailing textures
  • Halo, radiance around the sources of light
Shaders:
  • Standard script language for creation of multi-pass/multitexture shaders
  • Standard procedural deformations of the vertex coordinates
  • Standard procedural deformations of the texture coordinates
  • Standardized interface for embedding shader effects (renders), which use the latest video accelerator possibilities as programmable vertex/pixel conveyers.
  • Plug-ins for effects with diffuse/specular bump-mapping, EMBM, anisotropic lighting, etc., that support several rendering techniques for any hardware acceleration (starting with Riva TNT2)
  • Original rendering algorithm for large amount of static and dynamic geometry
  • Procedural textures as water, fire, plasma, etc.

Didn't Prodigy have a song with this title? Anyway, I received this application from GSC Game World a few weeks ago.

FireStarter 1024x768 1280x1024
R9600 150 101
FX 5700 220 143
R9600XT 243 167
FX 5700U 259 177
5900 XT GALAXY 260 210
R9800PRO 270 256
FX 5950U 288 242

A limitation right now is that we can only benchmark this software at resolutions of 1024x768 and 1280x1024. None the less, good results.

4xAA -8xAF 1024x768 1280x1024
R9600 72 48
FX 5700 93 59
FX 5700U 104 66
R9600XT 118 83
5900 XT GALAXY 150 100
FX 5950U 186 124
R9800PRO 182 127

Since the game uses DX9 shaders we can see ATI on the move. The results above are done with 4x Antialiasing and 8x Anisotropic Filtering. And for your information, FireStarter has not yet been released. More info can be found here.

firestarter2.jpg

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