HiS Excalibur Radeon 9600XT Turbo review

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Page 13 - Serious Sam Second Edition

Serious Sam Second Encounterimageview.php?image=175The Serious Engine can render huge distances and complex architecture. It is not enough to just make things big. You need to have both large scale architecture and small scale details at the same time. We can render huge towns, beautiful terrains and complex rooms. Reconstruction of ancient Egyptian temple complex at Karnak (from Serious Sam) demonstrates sense of scale and complexity of architecture.

SE is very much like the Quake3 engine in the terms of OpenGL calls. But, since SE is more complicated than Q3Engine, it requires some more OpenGL functions. Pictures from Serious Engine may look awkward, different from what you can see elsewhere. That's because they are filled with bright, natural colors. Serious Engine has powerful lighting and texturizing abilities, so we can avoid dark, gray, nihilistic colors. Ability to create bright, realistic scenes does not imply that dark and moody atmospheres cannot be achieved. On the contrary, Serious Engine has ability to create moody scenes at least comparable with competitive engines. The Serious Engine has shadow rendering algorithms so powerful that it calculates shadows as you move lights in editor. That is extremely important when decorating interiors. You do not have to wait any more to see how your world will look. In the Serious Engine, shadows are always up to date. If you add a column, it will immediately cast shadows.

Serious Sam is powered by 'Serious engine' featuring state of the art technology including:

  • Both complex indoor and outdoor scenes in one engine,
  • Multiple direction gravity,
  • Advanced LOD for loads of enemies at the same time,
  • Directional light for daylight scenes,
  • Portals and mirrors,
  • Truly dynamic volumetric fog and haze,
  • Both skinned and multi-part models combined,
  • Hyper-texturing and hyper-mapping for life-like richly detailed environments,
  • High polygon count multi-resolution meshes,
  • Photo-realistic lens flares with real-time lens reflections,
  • Advanced particle system,
  • Procedural textures (water, fire, smoke, plasma, electricity),
  • Photo-realistic reflections, specularity and bumps,

Right, let's take a look at the performance that we measured with Serious Sam the Second encounter.

Serious Sam SE 800x600 1024x768 1280x1024 1600x1200
Creative R9600 100 77 52 33
9600 256 105 79 54 34
9600 Pro 112 98 72 48
FX 5600 121 109 76 53
R9600XT 112 104 82 55
FX 5700 121 115 86 60
FX 5700 Ultra 123 122 100 74
9700 Pro 113 111 96 75
9800 Pro 113 112 101 84
9800 XT 113 112 103 88
FX 5900 XT 124 124 117 98
FX 5900 Ultra 125 124 120 107
FX 5950 Ultra 125 126 120 108

Serious Sam can be run on virtually any average graphics card, at 16x12 it's still extremely playable. 

4xAA 8xAF 800x600 1024x768 1280x1024 1600x1200
Creative R9600 81 55 37 19
9600 256 84 57 38 22
9600 Pro 99 76 52 31
FX 5600 88 59 37 23
FX 5700 101 71 46 31
R9600XT 104 86 60 33
FX 5700 Ultra 111 80 53 37
9700 Pro 113 100 77 55
FX 5900 XT 118 106 78 55
9800 Pro 115 105 85 63
FX 5900 Ultra 122 112 89 65
9800 XT 114 108 89 68
FX 5950 Ultra 122 114 92 68
550/700 106 91 65 36

With 4xAA and  8xAF the bugger still pushes out something like 60 FPS in Quality mode at 1280x1024 which is quite satisfactory to see.

imageview.php?image=176

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