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Need for Speed ​​Most Wanted (2005) - APU test


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Year of construction: 2005
​Genre: Arcade, Racing (Cars), 3D
Developer: Electronic Arts
Publishing house: Electronic Arts  

Need for Speed: Most Wanted is a lot like Underground, except for one thing: the series has returned to its roots and players will once again take part in police chases as, of course, a troublemaker. Plus, a special system appeared that rewarded drivers for the most risky maneuvers made right under the noses of the police, and all the tracks were specially designed for this style of play.

There are exactly eight game modes in Most Wanted: Multiple point races, Toll booth races, Speed ​​trap photos, Outrun, Outrun best route, Circuit, Sprint and Knockout, and there are four regions in which you can ride. By the way, the races take place in a wide variety of weather conditions, but without changing the time of day. Electronic Arts added a ton of different cars to the game: from Japanese imports to all possible exotics.  


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.


Need for Speed ​​Most Wanted only works on Windows ME, Windows XP and Windows Vista/7/8/10. Other operating systems are not currently supported and are unlikely to receive support.

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The preferred and primary graphics API for the multiplayer game Need for Speed ​​Most Wanted is DirectX 9. 


Need for Speed ​​Most Wanted was developed using the EA Graphics Library game engine. EA Graphics Library (EAGL) is a game engine developed for internal use by the American company Electronic Arts. This game engine, subject to constant modifications and improvements, was used by EA affiliates in projects such as the Need for Speed ​​car simulator series, the FIFA, NBA, NHL series of sports simulators and other games.

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The exact number of games released based on this technology is unknown, as is information about the differences between versions of the engine. To draw (render) images in games based on this engine, the DirectX application programming interface (API) is used. Processing of large outdoor spaces is supported (additional optimizations and improvements for this function were carried out mainly in Need for Speed: Most Wanted 2005), it is possible to stream the location as the player moves through it, which allows you to create the illusion "seamless" world and reduce the overall time it takes to load the game).

The EAGL engine was repeatedly refined for each released game, improvements were introduced to the graphics part (renderer) and the physics engine, support for multi-core processors, new game consoles, etc. was added. Below are the technological parameters of the fourth version of the engine, using the computer games Need for Speed: Most as an example Wanted (2005) and Need for Speed: Carbon (2006).

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Initially, the fourth version of the engine (EAGL4), which runs Need for Speed: Most Wanted and Need for Speed: Carbon, was created for Need for Speed: Hot Pursuit 2 and the PlayStation 2 game console, but the easily portable API and runtime allowed for the transfer to other platforms. Compared to the version of the engine used in Hot Pursuit 2, EAGL4 was improved for Most Wanted, as it was subsequently improved for Carbon, and later other games in the series.

The graphics engine supports dynamic soft shadows, the use of shadow mapping, a large number of pixel and vertex shaders, which are used, for example, for various post-filtering algorithms, including methods such as: motion blur (screen blur), distortion (distortion/refraction from raindrops on the windshield), pseudo-HDR (in the games themselves it is referred to as overbright and, instead of full-fledged HDR rendering, is a combination of the bloom effect and several simple effects that simulate, for example, the adaptability of vision to changes in lighting ), noise (grain effect), visual treatment (color filtering), and depth of field effect. The use of normal maps is supported.

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The particle system is responsible for such effects as simulating rain, exhaust, smoke from wheels, smoke from torches, fog, sparks, etc. To implement reflections on car models, a dynamic specular mapping is used (six faces of a cube, updated at a speed specified in the settings; each has a resolution of 256x256 pixels). Only static geometry is drawn into the map. The average number of polygons displayed in a frame (using the example of Need for Speed: Most Wanted) at maximum settings is 140000-150000.

It is noteworthy that Need for Speed: Most Wanted and Need for Speed: Carbon, just like some other games on this engine, do not have support for widescreen monitors from the menu (however, the engine itself supports this function, there are special utilities). 


The difference between AMD and Intel solutions is visible to the naked eye. No matter how paradoxical it may sound, but on solutions Intel still has some graphics settings unavailable in the game.


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 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

AMD Radeon Software Crimson Edition Display Driver 16.7.3

Monitoring program

MSI Afterburner v4.2


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 1920x1080 with high quality settings graphics valid for Need for Speed ​​Most Wanted (2005). 

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Testing at high quality settings 1920x1080 

1920x1080 Hi

With these settings, an acceptable FPS indicator was shown Core i 7 5775С and all AMD.



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 1280x720 and 1920x1080 with low quality settings.

Testing at high memory GPU quality settings


At a resolution of 1920x1080, the APU video memory consumption is 400 MB of video memory. 

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Loading of processor cores at high quality settings 1920x1080  


When using built-in graphics solutions, the game can support up to 4 computing threads. 


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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  


If there is a system with Core i 7 5775C Need for Speed ​​Most Wanted consumes all 2.0 gigabytes of RAM. If there is a system based AMD A10-7870K RAM consumption of all RAM was also 3.5 gigabytes. 


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 Evaluation test 1 1 1 1 1 1 1 1 1 1 Rating 88% [33 vote(s)]

Intel Rating  1 1 1 1 1 1 1 1 1 1 Rating 42% [26 vote(s)]

AMD rating 1 1 1 1 1 1 1 1 1 1 Rating 83% [27 vote(s)]



People participating in this conversation

Comments (19)

This comment was made by the moderator on the site

Posted by Ginzo:

management at least at the Grid level...
...not suitable for racing around the city, players would be shocked by the inability to maneuver away from police, traffic and poles in time without losing a lot of time. This is evil for an arcade game that plays on reactions.

This comment was made by the moderator on the site

Posted by korn87:

I'm going to buy a 4k monitor when I change VK, and I was interested in this article
This is not an article, but advertising tinsel. Gryzhin, by the way, wrote that TN matrices are generally unsuitable for diagonals larger than 61 cm due to the viewing angle. And on THG this Philips measured a delay of more than 100ms.

This comment was made by the moderator on the site

Posted by korn87:

An arcade as it should be - easy to drive, fluffy cars, evil ketchup, interesting tracks and modes.
I am sure that if they had made controls at least at the Grid level, the game would have benefited from it.

This comment was made by the moderator on the site

But for some reason the game didn’t really suit me. I tried to pass it for a long time, but failed. There is no physics, no graphics, no optimization either. =_= I don’t know why everyone likes her so much.

This comment was made by the moderator on the site


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