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Memory (DDR4/DDR5) and Storage (SSD/NVMe) 368 Page 9 of 12 Published by

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Far Cry

If you haven't played the demo or the game, well shame on you! Far Cry's story centers on Jack Carver, who has put a mysterious past behind him in favor of a less stressful life chartering boats in the South Pacific... or so he thinks. After delivering a female journalist to an uncharted island, Jack's boat is attacked and he subsequently finds himself stranded against a group of mercenaries, at which point his adventure begins. Graphically Far Cry is amazing; the action takes place in a huge, brightly colored environment with dense jungle style shrubbery, peacefully quiet beaches and large indoor areas. The excellent shadow effects simply bring the game to life with reflections on walls and even on your own weapons as you creep through the trees. Its like something straight out of a movie, helped along by the lighting and tight, crisp textures.  

For Far Cry we did things a bit different then normal. First off, the game has been patched to version 1.3. Secondly where possible we made sure that the graphics cards were forced to run Shader Model 3.0 if possible. Next to that we are using our own Guru3D.com constructed timedemo to prevent driver cheats.

The results (frames per second) that you see below are a lot lower then in normal conditions as we modified configuration settings and make it as rough as it can get on the graphics card. All in all, at this time and moment, this is one of the best tests we can offer you to benchmark DirectX 9 compatible graphics cards.

With that being said, nice performance. We always go for the highest possible image quality during our tests. So our regular testing uses a personalized configuration file. The Far Cry scores you can see here are a little lower then you'll have at home, as we enable all possible graphics settings from the game engine. This goes for things like maximum texture sizes to looking at water and actually seeing sand banks underneath the water surface. So that's like the highest game setting available plus a few additions from our side and that does effect the framerate.

Right, time to look at game performance. It's difficult to understand the scores. So what we did was this. On your left, the first two results are two systems equipped with DDR400 memory. The systems differ in configuration and CPU. I did this on purpose to show a little comparative material among PC's. Then starting from orange are the results with SPD timings that were standard for the BIOS. Everything after the orange bar is a selection of memory timings, dividers and FSB. Basically we fool around so much up to the point where we can go no further and see the best performance.

I stated this before, the last result has a slightly higher (2900 MHz) CPU so in theory this should always give a better result right? Well look for yourself, with 2:5:2:2 1T timings you have the same score as a slightly overclocked PC.

I do have to tell you that once we go higher into resolution, graphics card bottlenecks are getting closer. At 10x7 we see the standard performance at 86 to ~92 frames per seconds purely based on timings.

Doom 3

At the 2002 E3 exhibit ID Software showed of DOOM 3. Days after that the world was shocked as somehow that demo got leaked onto the Internet. It's now 2004 and the game has finally been released! The breathtaking realism of the Doom III engine basically depends on two features; a realistic physics engine and a unified lighting scheme that incorporates detailed bump-mapping and volumetric shadows. Hardware older than GeForce 4/3 lack the flexibility and power to run Doom 3 with detailed features at an acceptable frame-rate. The engine is once again written in OpenGL.

DOOM 3 sports a brand spanking new game engine that's a marvel to see. The amount of special effects that master programmer John Carmack has whipped up show us environments that we've heard about but have never seen before. ID has made an engine that specializes around the type of game they made: dark, scary, and intense. The game takes place on a base on Mars in the year 2145. The environments will give you a feeling of claustrophobia, which is only heightened by the game's dark atmosphere. Every light in the game is cast by some actual light source somewhere. If there's no lights on in the room, you'll see literally nothing and will need to turn on a flashlight. Shoot out a light in the middle of a battle, and you'll need to fight blindly. Sometimes, graphics do truly contribute to atmosphere as well as gameplay and with DOOM 3 it's obvious that id understands this better than most game developers.

In a weird way it's almost impossible to fully describe what the game looks like, but needless to say its well beyond anything to date. Multi colored per-pixel lighting on bump-mapped surfaces. Each and every object in the game, including the teeth of the monsters you fight cast dynamic shadows, but not the jagged kind you mayve seen in other recent games. The shadows are done using Carmacks own algorithm. Im sure many of you have upgraded specifically for this game, but it appears as though the video card is by far the most important piece of hardware needed. With a Geforce 6800 Ultra you can run the game at insane resolutions with huge amounts of detail (something I thoroughly enjoyed), but even at the lowest resolution with the lowest amount of detail it looks jawbreaking.

Aah, at higher resolutions clearly we see a bottleneck. Focus on 10x7. We jumped from 128 to ~137 FPS after tweaking.

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