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Call of Duty Black Ops III - PC performance graphics benchmarks of Graphics Cards 2015

BASIC GAME INFORMATION

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Release date November 6 2015 years
Genre First person shooter
developer Treyarch
Publisher Activision

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Call of Duty: Black Ops III is a 3D first-person shooter computer game developed by Treyarch. The twelfth game in the series and the fourth game in the Black Ops series.

Call of Duty: Black Ops III will take place in the future in 2065, 40 years after the events of Call of Duty: Black Ops II. Countries around the world have developed a new air defense system, DEAD, now aviation is useless and all battles take place on the ground. Science and technology has radically changed the world, as well as the future of the human world, with society trying to stop further advances, so called by scientists as "progress". Military technology has progressed to the point where robots play a major role in combat, and super soldiers have also been developed to fight on the battlefield.

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

Call of Duty Black Ops III is supported by major Windows operating systems, which include Windows 7 and Windows 8/10. Other operating systems are not currently supported by developers and will not receive support. 

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The priority and main graphics API for Call of Duty Black Ops III is DirectX 11

Game engine 

Call of Duty Black Ops III was developed by Treyarch and is based on IW engine. In 2002, the 3D shooter Medal of Honor: Allied Assault was released - one of the games in the Medal of Honor series, which takes place during World War II. This game used the id Tech 3 game engine (then known as Quake 2015 Engine, after the name of the first game in which it was used) from id Software as a technological base. Allied Assault was developed by studio XNUMX, Inc., some of whose employees left the company after the game's release to found Infinity Ward.

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Infinity Ward's first game was 2003's Call of Duty, which, like Medal of Honor: Allied Assault, is set in World War II. This game is also built on the id Tech 3 engine. The choice of this technology is obviously explained by the fact that Infinity Ward employees already had experience working with it. Compared to the original id Tech 3, the graphics component of the engine has undergone a number of changes. Thus, the game began to actively use post-effects (for example, “image blur”), water is processed using shaders, which made it possible to create realistic reflections, the lighting system was complicated and dynamic soft shadows appeared. Subsequently, an official addon was also released for Call of Duty - Call of Duty: United Offensive.

Call of Duty 2 3


This diagram illustrates the history of the development of game engines in the “IW Engine” series. On October 25, 2005, the game Call of Duty 2 was developed by Infinity Ward, which is a full-fledged continuation of the first part. Call of Duty 2 is considered the first game to use the IW engine. Technically, this engine is a largely redesigned id Tech 3, an evolved version of the engine used in the very first part.

Call of Duty Modern Warfare 4

Compared to the original engine, this version has many improvements and changes built into it: instead of the OpenGL API, the image is processed using Direct3D, several bump texturing techniques are used, shadow processing is complicated, the particle system and post-effects are significantly improved. The next game based on the IW engine was Call of Duty 4: Modern Warfare in 2007. This game uses the third version of the engine (IW engine 3.0); the technology was once again refined and improved: facial animation, processing of water surfaces, lighting effects were complicated, new post-effects appeared, such as depth of field, and the possibilities of color correction of the image were widely used to give it a special stylization.

Call of Duty World at War

In 2008, the fifth part of the game series was released - Call of Duty: World at War (developer: Treyarch). The game is built on the third version of the engine (IW engine 3.0), which was modernized by Treyarch developers. Another Treyarch game, Quantum of Solace: The Game, was made using the same version of the engine. In 2009, Call of Duty: Modern Warfare 2 was released (development was again transferred to Infinity Ward). This game uses the next version of the engine, IW engine 4.0, with a number of improvements, including Streaming Textures technology.

On November 9, 2010, the seventh part of Call of Duty, Black Ops, was released. This game uses a significantly improved version of the IW engine 3.0, which was used in Call of Duty: World at War, which is likely due to the fact that the development of the game began in parallel with the creation of Modern Warfare 2. Compared to previous parts of the game, the graphical code was changed Several major improvements have been made, in particular, among other things, the lighting system has been completely redesigned and the operation of the particle system has been improved.

Call of Duty Black Ops

In the same year, the game GoldenEye 007, the “spiritual successor” of the original 007 GoldenEye 1997 for the Nintendo 64, was released on the Wii console. Eurocom was responsible for the development, and Activision was in charge of publishing. This game, according to some sources, also uses an internal modification of the IW engine (the exact version is unknown).

Call of Duty Modern Warfare 3

On November 8, 2011, Call of Duty: Modern Warfare 3 was released, based on an updated version of the IW 4.0 engine (working title - MW3 Engine); Infinity Ward, Sledgehammer Games and Raven Software were responsible for development. In October, Glen Schofield, founder of Sledgehammer Games, stated in an interview that the IW engine resembles a Porsche, and that criticism of the engine in reviews of Modern Warfare 3 was unfounded, as the developers are constantly modifying the technology and reworking it.

Call of Duty Black Ops 2

On May 1, 2012, the ninth game in the series and the sequel to 2010's Call of Duty: Black Ops, Call of Duty: Black Ops II, was announced. The game uses an updated version of the IW 3.0 engine used to create the first Black Ops game. HDR lighting, self-shadowing, bounce lighting and reveal mapping were added to the engine, and the PC version of the game had support for DirectX 11. According to Treyarch, their main priority is 60 frames per second (FPS) on any platform. The game was released on November 13, 2012.

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Call of Duty: Ghosts was released in 2013. The game was developed by Infinity Ward with the participation of Raven Software and Neversoft Entertainment. At the announcement, the game engine was described by representatives of the publishing house as “completely new”, but later the developers clarified that the engine is a development of their own engine - IW 6.0; Thus, the studio's animator, Zach Walker, said: “It is impossible to develop a new game engine from scratch in the two-year cycle that our games go through. We do things differently - we conduct research and draw conclusions about which systems and main parts of the engine are obsolete and update them, bringing them to the modern level. How much do we update them? I think enough to allow ourselves to call this engine new.” 

TEST PART

Test configuration

test stands

Test bench No. 1 based on the Intel Socket 2011 platform v3

Test bench No. 2 based on the Intel Socket 2011 platform

Test bench No. 3 based on the Intel Socket 1155 platform

Test bench No. 4 based on the AMD Soket AM3+ platform

Test bench No. 5 based on the Intel Socket 1150 platform

Multimedia equipment

Monitor AOC Q2770Pqu

Monitor ASUS PQ321QE 

Software configuration

Operating system

Windows10 Pro

Graphics driver

Nvidia GeForce/ION Driver Release 361.43

AMD Radeon Crimson Edition 15.12

Monitoring program

MSI Afterburner v4.1

FRAPS

GPU test

All video cards were tested at maximum graphics quality using MSI Afterburner. The purpose of the test is to determine how video cards from different manufacturers behave under the same conditions. Below is a video of the test segment:   

Наши video cards тестировались при роздільніх здатностях екрану 1920х1080, 2560х1600 и 3840х2160 при максимальных настройках качества графики, допустимых Call of Duty Black Ops III. AMD CrossFireX и SLI works in the game without problems. Игра с последними патчами была несколько "оптимизированна", так что ультра настройки были заблокированы и доступны лишь пользователям с памятью видеокарт не менее 6 гигабайт.

Almost all video cards are press samples from AMD and NVIDIA at stock frequencies. The exception is MSI GeForce GTX 950 GAMING 2GGIGABYTE GeForce GTX 960 WINDFORCE 2X 4G и XFX RADEON R9 380X DD BLACK EDITION.

Our testing this year:

 Call of Duty Black Ops III - PC performance graphics benchmarks of Graphics CardsCall of Duty Black Ops III - PC performance graphics benchmarks of Graphics Cards

Testing at 1920x1080 resolution

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Testing at maximum quality settings 1920x1080 

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With these settings, video cards of the Radeon HD 7850 or GeForce GTX 750 Ti level showed an acceptable FPS. The optimal solutions would be Radeon HD 7850 or GeForce GTX 760.

Testing at 2560x1440 resolution

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Testing at maximum quality settings 2560x1440

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With these settings, video cards of the Radeon HD 7950 or GeForce GTX 960 4G level showed an acceptable FPS. The optimal solutions will be  Radeon HD 7950 или GeForce GTX 960 4G.

Testing at 3840x2160 resolution

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Testing at maximum quality settings 3840x2160

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With these settings, video cards of the Radeon R9 Nano or GeForce GTX 980 level showed an acceptable FPS. Оптимальными решениями станут  Radeon R9 Fury X или GeForce GTX 780 Ti SLI.

 

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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 2560x1440 with different anti-aliasing settings.

Testing at maximum memory GPU quality settings

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The recommended amount of video memory usage for a resolution of 1920x1080 will be 3076 MB of video memory, for a resolution of 2560x1440 - 4096 MB of video memory, and for a resolution of 3840x2160 about 6144 MB of video memory. 

CPU test

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We tested processor dependence on 16 models of basic configurations that are relevant today. The test was carried out in those places where the value of video cards for the game is minimal and its load was less than 99%, this time at a resolution of 1920x1080. 

Testing at maximum quality settings 1920x1080 

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The processor performance in the game is sufficient for all models.

Loading of processor coresat maximum quality settings 1920x1080 Intel% 

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Loading of processor cores at maximum quality settings 1920x1080 AMD% 

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Call of Duty Black Ops III задействует до 7 вычислительных потоков.

RAM test

The test was carried out on the basic configuration of Core i 7 5960X@4.6 GHz with 32 GB DDR4 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 

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Как мы видим, при различных установках качества объём потребляемой оперативной памяти в Call of Duty Black Ops III находится в пределах 6000 мегабайт.

Testing system RAM consumption  

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При наличии системы с  8-ми гигабайтами потребление ОЗУ allй оперативной памяти составило 8 гигабайт. С системой на 16 гигабайт потребление общей памяти составило почти 10 гигабайта. И при наличии 32 гигабайт оперативной памяти система потребляет 12.5 gigabyte of RAM.



Rate our test  1 1 1 1 1 1 1 1 1 1 Rating 90% [34 vote(s)]


Rate the graphics  1 1 1 1 1 1 1 1 1 1 Rating 50% [42 vote(s)]


Evaluate optimization  1 1 1 1 1 1 1 1 1 1 Rating 36% [46 vote(s)]

 

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Comments (48)

This comment was made by the moderator on the site

Posted by Dagger:

[quote name="Xuang"]...<br />То есть по твоему мнению если бы Хуанг не колдовал в драйверах то какая нибудь 780Ti была бы быстрей 980Ti???
<br />Джейсен, как то неловко говорить это директору компании, производящей гпу, но ... иди поучи матчасть почитай про конвеер гпу :-) <br /><br />Например here or here.<br /><br />А когда поуч...почитаешь, поймешь, что пресловутые "архитектуры" гпу проектируются на основе спецификаций апи, чтобы хардварно их поддерживать. И состоят эти "архитектуры" из определенного набора блоков стандартного назначения - шейдеры, ропы, шины и т.д. И следовательно по количественному соотношению этих блоков, а также по частотам их работы можно судить об относительной производительности гпу.<br /><br />Так вот выходит, что по шейдерной производительности 780Ти превосходит и 970 и 980, но НЕ превосходит 980Ти.<br /><br />Но благодаря махинациям Хуанга ни в одном тесте я не видел, чтоб 780Ти обходила 980.[/quote]<br />Да даже если завтра r9 390x будет быстрее чем 980Ti,all равно кому нужны видюхи AMD? Они драйвера годами не могут нормальные выпустить! Микрофризы, просадки загрузки гпу и процессорозависимость на амд уже норма! <br /><br />https://www.youtube.com/watch?v=12iBt1y-DrE<;br />https://www.youtube.com/watch?v=CtmwN8UWDIs

This comment was made by the moderator on the site

Posted by Xuang:

...<br />То есть по твоему мнению если бы Хуанг не колдовал в драйверах то какая нибудь 780Ti была бы быстрей 980Ti???
<br />Джейсен, как то неловко говорить это директору компании, производящей гпу, но ... иди поучи матчасть почитай про конвеер гпу :-) <br /><br />Например here or here.<br /><br />А когда поуч...почитаешь, поймешь, что пресловутые "архитектуры" гпу проектируются на основе спецификаций апи, чтобы хардварно их поддерживать. И состоят эти "архитектуры" из определенного набора блоков стандартного назначения - шейдеры, ропы, шины и т.д. И следовательно по количественному соотношению этих блоков, а также по частотам их работы можно судить об относительной производительности гпу.<br /><br />Так вот выходит, что по шейдерной производительности 780Ти превосходит и 970 и 980, но НЕ превосходит 980Ти.<br /><br />Но благодаря махинациям Хуанга ни в одном тесте я не видел, чтоб 780Ти обходила 980.

This comment was made by the moderator on the site

Xuang и? у Хунга allгда новое поколение впереди allй планеты))), 780=290х было, причем у второй шина была больше, специально посмотрел тесты 780ти и она рвала в клочья 290х в 80% игр, такчто рассказывай сказки дальше что 780ti стоющая на 150-200$ дороже была конкурентом 290х, через год 390х=980ти будет. Ну а фури, сначало сливало 980ти, щас наравне уже в большинстве игр, дальше что будет? :-)

This comment was made by the moderator on the site

Posted by loony01:

Dagger , притом на сегодняшних народных топах 970/980 шина 256 бит, помню сколько тут недовольства было в комментах, мол свою 780/780ти не променяю на огрызки 970/980)), да и выдающихся результатов как сейчас они не выдавали сразу после выхода, но Хуанг сделал своё дело "подточенными" дровами :-) и all забыли что шина урезана, зато электричество экономит, а это главное :lol: . Через 2 поколения вообще будут топы с 128 биткой и энергопотреблением как у 760/960 :lol: .
<br /><br />У вашей любимой FuryX шина вообще 4096 бит,но это ей вообще никак не помогает,она в большинстве игр медленней чем 980Ti. У той же R9 390 шина 512 бит,но она медленеей(хотя если быть точным то на равне) чем gtx 970 у которой шина 256 бит

This comment was made by the moderator on the site

Posted by Dagger:

Xuang<br />Нет, Карл, all дело в оптимизации кода шейдеров, написанных для ДХ, на этапе их компиляции и передачи на конвеер GPU. Для Максвелла шейдеры оптимизируются лучше. А быстрый Кеплер - не нужон! Хоть он в плане теоретической максимальной шейдерной мощности сильнее Максвелла прилично.<br /><br /><br />Архитектура шейдеров у Кеплера и у Максвелла одинаковая - ядра CUDA.
<br />То есть по твоему мнению если бы Хуанг не колдовал в драйверах то какая нибудь 780Ti была бы быстрей 980Ti??? <br /><br />ps: Посмотри даже в старых играх которые оптимизировались под Kepler там 980 сильнее чем 780Ti<br /><br /> http://www.youtube.com/watch?v=WilkZFk-KjQ<;br />http://www.youtube.com/watch?v=GJJ3KlJB5IY<;br /><br />Поэтому я сказал правду Maxwell это изначально на уровне архитектуры быстрее чем Kepler

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