World in Conflict (2007) - retro GPU test
BASIC GAME INFORMATION |
Year of construction: 2007
Genre:RTS
developer: Massive Entertainment
Publishing house: Vivendi Games
West Germany, 1988, alternate reality. In order to avoid the impending collapse of the political system, Soviet troops launch an invasion of Europe. NATO military forces cannot provide support to the allies, as they are busy repelling a sabotage attack on the American continent. You play the role of a field commander who is faced with the task of recapturing captured American territories using the most advanced military equipment of that time.
The World in Conflict strategy shook the foundations of the genre, offering a fresh look at the usual pastime. In it, players did not have to waste energy on the monotonous construction of a base and the extraction of scarce resources - instead, virtual commanders rushed into a fierce battle from the very first minutes. The intensity of passions and the crazy dynamics of action exceeded all expectations, and such a grandiose breakthrough did not go unnoticed. Many eminent publications named World in Conflict the best strategy of 2007.
THE GRAFICAL PART |
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.
Supported OS and graphics API |
World in Conflict is supported by the major Windows operating systems, which include Windows XP, Vista, Windows 7 and Windows 8. Other operating systems are not currently supported by the developers and will not receive support.
The priority and main graphics API for World in Conflict is DirectX 10.
Game engine |
World in Conflict is based on the proprietary Masstech Engine. The game engine is a product of Massive Entertainment's own development. There is practically no information on the network about the structure and development of this engine. Rather, the engine is a further development of the product line for games based on Massive Entertainment's own intellectual property.
We were unable to find detailed information other than our own visual observations.
Advanced Game Settings |
World in Conflict has a wide range of graphic settings. You can also change the settings according to four main sub-items - low average, high and maximum. Basic and additional settings are located in two different menu subsections.
Below we have provided screenshots of the game at various graphics settings, where our readers can see the difference between the minimum, medium and maximum graphics quality settings.
Various quality modes |
The difference between graphics settings is quite significant.
Comparison of FullHD and 4K |
In 4K, World in Conflict looks good, and what is especially important, on this diagonal, it looks large.
Comparison of anti-aliasing modes |
Activating full-screen anti-aliasing does not completely eliminate uneven surfaces, leaving visible jagged edges.
General visual design and game physics |
World in Conflict is a significant game, not only changing the minds of players about what an outstanding RTS game should look like, but also bringing outstanding graphics to the genre for its time.
As expected, in addition to excellent pictures, the game also brought with it high system requirements, so that not all advanced graphics and processor solutions could handle World in Conflict with maximum settings.
Next, we will move directly to gaming tests and determine what impact this game has on modern computer hardware.
TEST PART |
Test configuration |
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test stands |
Test bench No. 1 based on the Intel Socket 2011 platform Test bench No. 3 based on the Intel Socket 1155 platform Test bench No. 6 based on the AMD Soket AM3 platform Test bench No. 7 based on the AMD Soket AM3+ platform Test bench No. 8 based on the Intel Socket 1150 platform
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Multimedia equipment |
Dell U3010 Monitor Monitor ASUS PQ321QE |
Software configuration |
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Operating system |
Microsoft Windows 8.1 |
Graphics driver |
Nvidia GeForce/ION Driver Release 344.11 AMD Catalyst 14,8 |
Monitoring program |
MSI Afterburner v4 FRAPS |
GPU test |
All video cards were tested at maximum graphics quality using the MSI Afterburner program. The purpose of the test is to determine how video cards from different manufacturers behave under the same conditions. The average and minimum FPS were taken as the performance indicator. Below is a video of the test section of the gaming benchmark:
Our video cards were tested at separate screen resolutions of 1920x1080, 2560x1600 and 3840x2160 at maximum graphics quality settings allowed by World in Conflict. SLI and AMD CrossFireX are sufficiently supported by the game, showing excellent scalability. Due to the inadequacy of the gaming benchmark, only the average FPS was taken as the basis for measurements.
Testing at resolution 1920x1080 |
Testing at maximum quality settings 1920x1080
With these settings An acceptable FPS indicator was shown by video cards of the Radeon HD 6850 or GeForce GTX 650 Ti level.
Testing at 2560x1600 resolution |
Testing at maximum quality settings 2560x1600
With these settings An acceptable FPS indicator was shown by video cards of the Radeon HD 6850 or GeForce GTX 650 Ti level.
Testing at resolution 3840x2160 |
Testing at maximum quality settings 3840x2560
With these settings An acceptable FPS indicator was shown by video cards of the Radeon R7 260X or GeForce GTX 660 level.
Testing of video memory consumed by the game was carried out by the program MSI Afterburner. The indicator was based on results on top video cards from AMD and NVIDIA with separate screen sizes 1920x1080 and 2560x1600 with different anti-aliasing settings.
Testing at maximum memory GPU quality settings
The recommended amount of video memory usage for a resolution of 1920x1080 will be 768 MB of video memory, for a resolution of 2560x1600 - 1024 MB of video memory and for a resolution of 3840x2160 about 1280 MB of video memory.
CPU test |
We tested processor dependence on 15 models of basic configurations that are relevant today. The test was carried out in those places where the video card value for the game is minimal and its load was less than 99%, this time at a resolution of 1920x1080 with maximum graphics quality settings.
Testing at maximum quality settings 1920x1080
CPU performance in the gaming benchmark is quite adequate on average.
Loading of processor coresat maximum quality settings 1920x1080 Intel%
Loading of processor cores at maximum quality settings 1920x1080 AMD%
The game is capable of supporting up to 6 computing threads, but is not able to normally use more than 4 cores.
RAM test |
The test was carried out on the basic configuration of Core i 7 3970X@4.9 GHz with 16GB DDR3 2400 MGz pre-installed memory. The entire used operational memory was taken as an indicator. The RAM test on the entire system was carried out on various test benches without launching third-party applications (browsers, etc.).
Testing the game's RAM consumption at various quality settings
As we can see, with various quality settings, the amount of RAM consumed in World in Conflict is at the level of 500 megabytes.
Testing system RAM consumption
On a 4GB system, World in Conflict consumes about 1.7GB of RAM. In the presence of a system with 8 gigabytes, the RAM consumption of all RAM was 1.9 gigabytes. With a 16 GB system, the total memory consumption was almost 2.4 gigabytes.
Rate the graphics 1 1 1 1 1 1 1 1 1 1 Rating 88% [12 vote(s)] |
Evaluate optimization 1 1 1 1 1 1 1 1 1 1 Rating 93% [12 vote(s)] |