With the upcoming release of LostPlanet2, Capcom has developed a standalone benchmark to measure Graphics Processing Unit (GPU) performance on the PC under DirectX 9 and DirectX 11.
The DirectX 11 version employs advanced graphics techniques, including hardware-accelerated tessellation and displacement mapping on bosses, characters and water. DirectCompute is a new feature in DirectX 11 that uses the processing capability of the GPU to simulate waves.
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The test system consists of an Intel i7-940 CPU, 6GB of Corsair DDR3 RAM and Windows 7 Professional 64-bit. Driver version 258.96 was used for the GeForce GTX 480 and Catalyst version 10.7 was used for the Radeon HD 5870. High quality texture filtering was enabled on the GeForce GTX 480 and Catalyst AI was disabled on the Radeon HD 5870.
Results are from benchmark B.
Across all resolutions under DirectX 9, the GeForce GTX 480 and Radeon HD 5870 offer similar performance.
Under DirectX 11, the GeForce GTX 480 outperformed the Radeon HD 5870 by an overall average of 34%. As the level of tessellation increased, so did the relative increase in the performance of the GeForce GTX 480 over the Radeon HD 5870. With medium tessellation the lead was 32% and with high tessellation the lead was 36%.
LostPlanet2 takes place ten years after LostPlanet: Extreme Condition as the snow has melted and replaced with lush jungle life. For fans of the LostPlanet series, the GeForce GTX 480 is the GPU of choice when it comes to applying all of the advanced rendering techniques in LostPlanet2.
The standalone benchmark can be downloaded here. LostPlanet2 is scheduled for an October 15th release date.
Update: ragejg updated his GeForce GTX 460 review to include performance results in the LostPlanet2 benchmark against the Radeon 5830.
LostPlanet2 uses the N-Triangle technique with tessellation to round out the edges of polygonal models. Additionally, in the case of level bosses, a high resolution displacement map is used with the tessellated mesh to add fine grain details.
DX11 DirectCompute Soft Body Simulation
With certain level bosses, such as the one present in benchmark test B, a collection of tetrahedral elements are created inside of the bosses' skin mesh for use in computing forces propagated inside of the model.
Motion from the skeletal animation is converted into forces that are applied and propagated throughout these elements, and through a physical simulation that is efficiently calculated on the GPU using DirectCompute. The end result is a blobby secondary motion that is then blended back into the character's skin mesh to create the final motion.
DX11 DirectCompute Wave Simulation
In addition to the tessellated 3D mesh, a height-field is created for water surfaces in the game that is used for physics calculations. Actions such as characters entering and moving through the water as well as gunshots and explosions are converted into forces that are then combined and propagated throughout the water height field.
This is done via a wave simulation algorithm on the GPU through DirectCompute. The end result is realistic wave motion that travels across the water's height field. The displacement of points from the height field are then applied to the tessellated water mesh to create the final water surface.
3D Vision Support
3D Vision and 3D Vision Surround support for the benchmark and full game will be available upon release.