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Mass Effect 2007 APU test

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Mass Effect 2007

Release date: September 25, 2009
Genre: RPG (Rogue/Action) | 3D | 3rd Person
developer: Bioware Corporation and Demiurge Studios

In 2148, artifacts of an ancient civilization were first discovered on Mars. Decades of research later, Earth scientists were finally able to fully understand the technology of aliens, which provided a major breakthrough in the technological development of our planet - space and time were conquered by humans, flights to distant star systems became possible. Humanity emerged from its cradle and came into contact with other civilizations of the Galaxy... Almost forty years have passed since the discoveries on Mars. The Alliance of Systems is a dynamically developing interstellar state. The ship "Normandy" - the most modern starship of the Alliance is sent on its first mission. Your name is Shepard, you are assigned as an officer on this ship. Your journey across the Galaxy begins...

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This subsection of our review highlights the main graphical aspects of this game. Particular attention is paid to the version of the graphics engine used, the version of the API used, graphic settings and the quality of development of the main visual aspects.

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Mass Effect is supported by major Windows operating systems, which include Windows XP/Vista, Windows 7 and Windows 8/10. Other operating systems are not currently supported by developers and will not receive support. 

steam 

Priority and main graphics API for Mass Effect is DirectX 9.

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Bulletstorm is based on the Mass Effect game engine. UE3 was designed with personal computers using modern rendering systems (DirectX 9/11 and OpenGL 2/3) and current generation consoles in mind. Due to the widespread use of multiprocessor systems, the engine uses two parallel main threads - the main thread (responsible primarily for gameplay) and the rendering thread.

 Bioshock 2016 09 18 16 25 15 898

In addition to the two main threads, secondary threads can be called, which perform one-time tasks. There is now support for multi-threaded dynamic data loading (streaming), for example, loading a “location” directly while moving around it in order to save resources. The updated graphics engine supports most modern technologies, including HDR, per-pixel lighting, dynamic shadows, shader model 4, geometry shaders. The graphics pipeline itself was transferred to the control of shaders. The Karma physical subsystem was abandoned in favor of another one called PhysX from NVIDIA. Later, NVIDIA released a set of additional libraries for the game, allowing you to use all the capabilities of the physical system (such as the “liquid” or fabric effect). The FaceFX mechanism is responsible for the animation of the characters' faces.

Updated EAX version to 5th. Added SpeedTree support for tree generation. The emphasis was placed on additive geometry, but support for subtractive geometry was not abandoned. The disadvantage of subtractive geometry is primarily the much longer lighting calculation. A new UnrealEd editor has been introduced, rewritten using wxWidgets.  

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The difference between AMD and Intel solutions is almost invisible.

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Test configuration
test stands

Intel Core i7-4770K

Intel Core i7-5775C

Intel Core i7-6700K

AMD A10-Series A10-7850K

AMD A10-Series A10-7870K

8 Gb DDR3-2666 Kingston HyperX Predator

ASUS A88X-PRO

Asus Z87-A

Asus H97-PLUS

Asus H110M-C

Multimedia equipment Samsung 2333T LS23CMZKFZ
Software configuration
Operating system Windows 10 Pro
Graphics driver

Intel Iris and HD Graphics Driver for Windows 15.36.14.64.4080

AMD Radeon Software Crimson Edition Display Driver 17.4.1

Monitoring program

MSI Afterburner v4.2

FRAPS 

 
Configurations were tested with MSI Afterburner. The purpose of the test is to determine how platforms from different manufacturers behave under the same conditions. The average and minimum FPS were taken as performance indicators. Below is a video of the test segment:
 
              

Our APUs were tested at resolution 1680x1050 with high quality settings graphics allowed by the game. The real resolution of 16x9 is not activated in the game for some reason, the maximum is 1680x1050...

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Settings

Testing at high quality settings 1680x1050

FPS 

AMD is slightly better suited for comfortable gaming...

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msi

Testing of video memory consumed by the game was carried out by the program MSI Afterburner. The indicator was based on results on systems  Core i 7 5775С and AMD A10-7870K for separate screen displays 1920x1080 with high quality settings.

Testing at high memory GPU quality settings 

VRAM 

At a resolution of 1280x720, APU video memory consumption is 350 MB of video memory. 

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Loading of processor cores at high quality settings 1680x1050 % 

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When using built-in graphics solutions, the game can support up to 8 computing threads. 

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 SD 1

The test was carried out on the basic configurations of Core i 7 5775C and AMD A10-7870K with 8 GB DDR3/4 2666 MGz pre-installed memory. The RAM test on the entire system was carried out without launching third-party applications (browsers, etc.).

Testing system RAM consumption 

RAM 

If there is a system with Core i 7 5775C game consumes 4.5 gigabytes of RAM. If there is a system based AMD A10-7870K RAM consumption of all RAM was 2.5 gigabytes. 

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AMD Seasonic 40 years logo nvidia

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 Evaluation test 1 1 1 1 1 1 1 1 1 1 Rating 83% [16 vote(s)]



Intel Rating  1 1 1 1 1 1 1 1 1 1 Rating 23% [19 vote(s)]



AMD rating 1 1 1 1 1 1 1 1 1 1 Rating 82% [20 vote(s)]

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Comments (10)

This comment was made by the moderator on the site

Posted by sergtrav:

I played ME1 on HD4850, there were no 10-20fps at maximum settings.
So the HD4850 ​​is far from a budget solution with 256-bit memory, which is twice as fast as the APU in terms of memory. (:Posted by sergtrav:
Ok, let it be 3 times weaker, which should give 40-60fps on the APU, and not 10-20.
As far as I remember, DX9 applications do not particularly favor the L1 cache of AMD modular processors, plus compilers that supported new AMD instructions appeared after 2011 (GCC4.5/4.7 + Visual C++ 2010SP1), so deny the fact that the bottleneck is also the processor The APU part is meaningless, since the last time the game was updated was only in 2009.

This comment was made by the moderator on the site

Posted by lighteon:

This is no longer the level of cards with DDR3 memory, but the level of budget accelerators with GDDR5.
I played ME1 on HD4850, there were no 10-20fps at maximum settings.Posted by lighteon:
BoinareXTX VS Spectre twice as weak based on the numbers from techpowerup, which is judged by gigaflops (considering that both cores are GCN1.1, the comparison is more than appropriate) + memory... 27Gbit VS 104Gbit is almost 4 times slower... Bottom line. Twice slower than GPU, almost 4 times slower than memory. (:
Ok, let it be 3 times weaker, which should give 40-60fps on the APU, and not 10-20.

This comment was made by the moderator on the site

BoinareXTX VS Spectre twice as weak based on the numbers from techpowerup, which is judged by gigaflops (considering that both cores are GCN1.1, the comparison is more than appropriate) + memory... 27Gbit VS 104Gbit is almost 4 times slower... Bottom line. Twice slower than GPU, almost 4 times slower than memory. (:

This comment was made by the moderator on the site

Posted by sergtrav:

[quote name="lighteon"]I am absolutely sure that this two-module device is superior in all respects to any Athlon 64 and Core2, on which everyone played ME1 at release and did not experience any performance problems at all.
That's why I repeat: So the resolution is 1050r. Certainly. This is no longer the level of cards with DDR3 memory, but the level of budget accelerators with GDDR5.

This comment was made by the moderator on the site

Posted by lighteon:

Well, was the 260X not paired with a 2nd modular unit on the Steamroller architecture in a DX9 game? (:
I am absolutely sure that this two-module device is superior in all respects to any Athlon 64 and Core2, on which everyone played ME1 at release and did not experience any performance problems at all.

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