Home Archive Search Forum Reviews IRC Chat Shop


Search Site
NVIDIA Stuff
Executive Profiles
NVIDIA Drivers
Laptop Drivers
Beta Drivers
Archived Drivers
Driver Feedback
GPU Computing
OpenCL Computing
Direct Compute
Desktop Products
Workstation GPUs
Desktop GPUs
Laptop GPUs
Netbook GPUs
Handheld Devices
Portable Media
Automotive Devices
Server Solutions
Application Engines
Apple Products
Game Consoles
System Tools
Power Packs
Get A Balanced PC
Pure Video SD
Pure Video HD
Extreme HD
GeForce PC Kit
NVIDIA 3D Vision
NVIDIA Cool Stuff
NVIDIA Software
NVIDIA PhysX
NVIDIA CUDA Zone
GPU Venture Zone
NVIDIA nZone
NVIDIA SLI Zone
SLI App Request
SLI Profile Patches
Developer Zone
NVIDIA Support
FreeBSD Support
Linux Support
Solaris Support
NVISION '08
GPU Conference '09
NVIDIA at CES '10
PAX East 2010 1
NVIDIA nTersect
NVIDIA Newsroom
NVIDIA at Facebook
NVIDIA at Flickr
NVIDIA at Twitter
NVIDIA at YouTube
NVCUDA at YouTube
NVIDIA Online Store
1 March 26, 2010
EVGA Stuff
EVGA E-LEET
EVGA Precision
GPU Voltage Tuner
SLI Enhancement
EVGA Gear
Reviews and Awards
Articles
GeForce GTX 295
GeForce GTX 280
GeForce GTX 260
GeForce GT 240
GeForce 9800 GTX
GeForce 9800 GX2
GeForce 9600 GT
GeForce 8800 Ultra
GeForce 8800 GTX
GeForce 8800 GTS
GeForce 8800 GT
GeForce 8600 GTS
GeForce 8500 GT
GeForce 7950 GX2
GeForce 7950 GT
GeForce 7900 GTX
GeForce 7900 GS
GeForce 7800 GTX
Watercooling Project
My Book 500GB
Raptor Hard Drive
Guide To Doom 3
Other Stuff
Game Releases
  By Date
  Alphabetical
Litigation
  FTC vs. Intel Corp.
Steam
  Hardware Survey
CES 2010
  Press Conference
GF100 White Papers
  GPU Architecture
  GF100 Compute

Gainward FX PowerPack! Ultra/1800 XP Review - Page 5 of 9

HALO

I'd hoped to do some in-game benchmarking by following a set path and using FRAPS. However, I never received consistent results. I could retrace my steps very closely (even for just a 20 second romp with no enemy contact) and yet the resulting frames per second would vary by 15fps or more. So, I used the game's built-in timedemo. It's not perfect but it's better than nothing.

Halo: Combat Evolved

In hopes to appease those of you that aren't fans of the game's timedemo, I did at least include results from all rendering paths and at two different resolutions. Below are screenshots of the video and audio settings used.

Halo Video Settings
Halo Video Settings

Halo Audio Settings
Halo Audio Settings

The results below are what you'd expect. Some may think that the PS2.0 results are surprisingly on par with the PS1.4 results. However, this is actually expected because there doesn't appear to be a huge difference between PS1.4 and PS2.0 implementation within Halo as stated in the Halo PC technical and performance FAQ:

Having said this, for many simple effects, even if you are running PS2.0, the game will automatically use a 1.4 or 1.1 shader because the visual result is exactly the same.

So, that's why there's no difference between the PS2.0 and PS1.4 shader path scores. Except for some specific cases there really is no glaring visual difference between the two either. Note: I dropped my overclocking down to 540/1020 as 555/1050 brought about some artifacting but no crashing of the game.

Halo Benchmark Results @ 540/1020
Halo Benchmark Results @ 540/1020

As you can see, there is roughly a 50% performance hit between 1024x768 and 1600x1200 in all but the FF path where that delta is closer to 15%.

The following is from one of Mike's previous reviews. I include it here for easier reference for those of you that may not be too familiar with the rendering paths.

Microsoft has published a Halo PC technical and performance FAQ, which contains information on the games rendering features, performance tuning, and timedemo mode. Halo supports rendering paths that make use of DirectX 9, DirectX 8.1, DirectX 8, and even DirectX 7. Here an excerpt from the FAQ:

Halo supports 4 different rendering code paths:

Pixel Shader 2.0 (DirectX 9.0)

In this code path, you are making absolutely no compromises on the visual quality of the game. You are seeing everything as best as possible, as engineered by our team. All the effects are in their most demanding form (as complex of a calculation as necessary to generate the best visual result possible).

Having said this, for many simple effects, even if you are running PS2.0, the game will automatically use a 1.4 or 1.1 shader because the visual result is exactly the same.

Pixel Shader 1.4 (DirectX 8.0)

When running in PS1.4, you are compromising only a subset of effects. Specifically:

  • No bumped mirrored surfaces
  • Some video effects are two-pass

Pixel Shader 1.1 (DirectX 8.0)

PS1.1 is probably the most widespread pixel shader version currently. When running in the PS1.1 rendering code path, the visual compromises are (in addition to the PS1.4 compromises):

  • No model self-illumination (excluding some specific environmental models)
  • No animated lightmaps
  • Fog calculations are triangle based, not pixel based
  • No specular lights

Hardware T&L (Fixed Function - DirectX 7.0)

This is the most basic rendering code path for Halo. When running in that mode, you have to accept many visual compromises but are still getting a compelling Halo visual experience. The compromises are:

  • No shadows
  • Simple active camouflage effect
  • No glows or flares
  • Very basic fog, water and lighting

Note that you can always scale down your video card but you can’t scale up. Check your video card’s documentation to determine witch version of DirectX / pixel shaders it supports. If, for example, your card supports PS2.0, you can choose to compromise many of Halo’s effects by forcing it to run PS1.1. However, if your card supports PS1.1, you can’t force it to PS2.0 – this is actually happening in hardware, not in software.

The Halo timedemo can be run in each of the four rendering modes by adding a command line variable to the shortcut to the Halo executable. For example:

E:\Games\Halo\halo.exe -use20 -nosound -vidmode 1280,1024,72 -timedemo

This string of command line variables will launch Halo in timedemo mode with sound disabled, use pixel shader version 2.0, at resolution of 1280x1024 and a 72Hz refresh rate. The shader option for pixel shader 1.4 is -use14 and for pixel shader 1.1 is -use 1.1.

SCREENSHOTS

Below are a few composite screenshots that show some interesting comparisons to the four rendering paths. There is an enormous difference between the Fixed Function (DX7) path and the other three paths.  In fact, the differences between PS1.1, PS1.4 and PS2.0 are negligible at best. Granted, Halo doesn't heavily implement PS2.0 effects but based on what we see here there's really no difference.

This first composite is from slightly different angles but they are close enough to show comparisons. You can see drastic differences in the bump mapping on the bridge, overall lighting effects and the water in the background.  1600x1200 PNG ~ 2.63MB

Halo Rendering Path Comparison 1 of 2
Halo Rendering Path Comparison


This next composite is all from the exact same angle. Lighting is also a major difference here. The DX7 part of the composite has completely different colors as a result and is just drab in appearance overall. Another big difference is that of the smoke/fog effects in the middle ground. Notice how the DX7 version renders the smoke as much more opaque whereas the other paths show its more accurate translucent appearance. The final point of interest here is that of the red light in the ceiling. In the game this light pulses so that could be why the DX9 path appears brighter since the screenshot could not be taken of a specific frame in each case. Despite this, that light did appear to be "cleaner" in the DX9 path than it did in the other paths.  1600x1200 PNG ~ 1.22MB

 

Halo Rendering Path Comparison 2 of 2
Halo Rendering Path Comparison

 

Next Page: Gameplay Testing - Unreal Tournament 2003

Last Updated on January, 2004


Table of Contents

Shop Online at PriceGrabber

nV News - Copyright © 1998-2011. All rights reserved.
Reproduction in any form or medium without written permission of the site's owner is prohibited.
Search Products
Search
for


Graphics Utilities
AMD GPU Clock Tool
ATITool
aTuner
EVGA Precision
EVGA Voltage Tuner
Gainward ExperTool
GPU-Shark
GPU Voltage Tuner
Fraps
FurMark
GLview
GPU Caps Viewer
GPU Shark
GPU-Z
MSI Afterburner
nHancer
NiBiTor
NVClock (Linux)
NvTempLogger
NVTray
PowerStrip
RivaTuner
SLI Profile Tool
3DCenter Filter Test
3DMark Vantage
Add-In Partners
Albatron
ASUS
AXLE
BFG Technologies
BIOSTAR
Chaintech
Colorful
ELSA
EVGA
GAINWARD
GALAXY
GIGABYTE
FORSA
FOXCONN
Inno3D
Jaton
Leadtek
MSI
Palit
PNY
Point of View
Prolink
SPARKLE
XFX
ZOGIS
ZOTAC
For Developers
ACM SIGGRAPH
AMD
DevMaster.net
flipCode
Gamasutra
GameDev.net
GPGPU
Intel
Microsoft
CiteSeer
NeHe Productions
NVIDIA
OpenGL.org
Programmers Heaven
Real-Time Rendering
Stanford Graphics
3dRender.com
Associates
Benchmark Reviews
Fraps
GeForce Italia
GPU Review
Hardware Pacers
LaptopVideo2Go
MVKTECH
News3D (NVITALIA)
OutoftheBoxMods
OSNN.net
Overclocker Cafe
PC Extreme
PC Gaming Standards
PhysX Links & Info
TestSeek
3DChip (German)
8Dimensional