Call of Duty Ghosts test GPU
BASIC GAME INFORMATION |
Year of construction: 2013
Genre: Action/FPS
developer: Infinity Ward
Publishing house: New disc
The game takes place in 2023, 10 years after the apocalypse that struck the United States. Some hacker hacked the Odin space station and sent missiles to all important cities in America. The main characters are two brothers from California who grew up during these terrible years.
They remember a happy childhood and compare it with the current devastation. An elite team of “ghosts” brings order to the world. The brothers join a group and work together on dangerous missions, including in Caracas, Venezuela and the South Atlantic Ocean.
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 Ghosts only works under control Windows 7/8 64 bit. Other operating systems are not supported at the moment and are unlikely to be supported.
Priority and main graphics API for multiplayer games Call of Duty Ghosts is a DirectX 11 game. The game runs on the Steam digital game sales service.
Game engine |
Call of Duty Ghosts 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.
Infinity Ward's first game was Call of Duty 2003, which, like Medal of Honor: Allied Assault, tells the story of the events of 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 make realistic reflections, the lighting system is complicated and dynamic soft shadows appeared. Subsequently, for Call of Duty An official addon was also released - Call of Duty: United Offensive.
This diagram illustrates the history of the development of the game engines of the IW Engine series. The game was released on October 25, 2005. Call of Duty 2 developments 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 heavily reworked id Tech 3, an evolved version of the engine used in the very first part.
Compared to the original engine, this version has many improvements and changes built in: instead of the OpenGL API, the image is processed by Direct3D, several relief texturing techniques are used, shadow processing is more complex, the particle system and post-effects are significantly improved. The next game based on the IW engine was Call of Duty 4: Modern Warfare 2007. This game uses the third version of the engine (IW engine 3.0); the technology was once again improved and refined: facial animation, water surface processing, lighting effects were complicated, new post-effects such as depth of field appeared, and color correction capabilities of the image were widely used to give it a special stylization.
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 the developers of Treyarch. Another Treyarch game, Quantum of Solace: The Game, was made on the same version of the engine. In 2009, the release took place Call of Duty: Modern Warfare 2 (development moved back 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 was released Call of Duty — Black Ops. 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 probably due to the fact that the game's development began in parallel with the creation of Modern Warfare 2. Compared to previous parts of the game, several serious improvements were made to the graphics code, in particular, among other things, a completely redesigned lighting system and improved particle system.
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).
November 8, 2011 released Call of Duty: Modern Warfare 3, based on an updated version of the IW 4.0 engine (working title - MW3 Engine); the development was carried out by Infinity Ward, Sledgehammer Games and Raven Software. In October, Glen Schofield, the founder of Sledgehammer Games, stated in an interview that the IW engine resembles a Porsche, and that the criticism of the engine, which was heard in reviews of Modern Warfare 3, is unfounded, since the developers are constantly modifying the technology and reworking it.
On May 1, 2012, the ninth game in the series and a sequel were announced. Call of Duty: Black Ops 2010 - Call of Duty: Black Ops II. The game uses an updated version of the IW 3.0 engine used to create the first Black Ops. HDR lighting, self-shadowing, bounce lighting, and reveal mapping were added to the engine, and the PC version of the game had DirectX 11 support. According to Treyarch, their main priority is 60 frames per second (FPS) on any platform. The game was released on November 13, 2012.
Call of Duty Ghosts runs on an updated engine that already supports next-generation consoles (on PS4 in 1080p mode, on XBox One - 720p). For example, it added technology to increase in real time the number of polygons in models depending on how close the player is to them. Increasing the number of polygons will have a positive effect on player models, equipment and the environment, which will ultimately increase the realism of the gameplay. It was impossible to develop a completely new engine in the two years that Infinity Ward had between the releases of its games, so it was decided to refine the existing one, taking its quality to another, higher level. Infinity Ward noted that the result of the improvements will be noticeable not only on next-generation consoles, but also on current consoles. New consoles have made it possible to significantly improve the AI of enemies in the game's campaign.
Advanced Game Settings |
Call of Duty Ghosts has standard resolution settings and advanced graphics settings. The game has several quality settings, and each option has its own: ultra, high, medium and low. You can flexibly manipulate individual settings, adjusting them to your system's performance. All graphics settings are located in an additional tab of the graphics menu.
Below we have provided screenshots of the game at various graphics settings, where our readers can see the difference between minimum, medium, high and maximum graphics quality settings.
General visual design and game physics |
Call of Duty Ghosts is a continuation of its series - we have a pretty good single player company and a decent multiplayer. This game is released at the junction of several generations and will visit all modern and future gaming platforms. It is worth noting that in connection with the release of a new generation of consoles, the developers Call of Duty Ghosts has made some visual improvements that should make the game more competitive with Battlefield 4 in terms of graphics.
To be honest, although the picture has improved somewhat, it is still the same as in the previous parts of the series. Call of Duty Ghosts is slightly different. We have the same brownish color scheme and a not so all believable looking environment, more reminiscent of a cartoon. But still, the game designers did not eat their bread in vain and were able to squeeze the maximum out of the outdated engine. In fact, this is the most graphically perfect game in the series. Call of Duty.
The game supports the following technologies: NVIDIA HBAO+ (more realistic deep shadows), NVIDIA TXAA (NVIDIA proprietary anti-aliasing, fights temporary aliasing, that is, crawling and flickering of pixels when the camera moves. Makes the picture soft and cinematic),
Next, we will move directly to gaming tests and determine what impact this game has on modern computer hardware.
TEST PART |
Test configuration |
|
test stands |
Test bench No. 1 based on the Intel Socket 2 platform 011 Test bench No. 2 based on the Intel Socket 2 platform 011 Test bench No. 3 based on the Intel Socket 1155 platform Test bench No. 4 based on the Intel Socket 1366 platform Test bench No. 5 based on the Intel Socket 115 platform 6 Test bench No. 6 based on the AMD Soket AM3 platform |
Multimedia equipment |
Dell U3010 Monitor |
Software configuration |
|
Operating system |
Microsoft Windows 7 Ultimate Edition x64 SP1 |
Graphics driver |
Nvidia GeForce/ION Driver Release 331.65 AMD Catalyst 13.11 beta 9.2 |
Monitoring program |
PlayClaw 5 GPU Mist FRAPS |
Test GPU |
All video cards were tested at maximum graphics quality using the PlayClaw 5 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 performance indicators. Below is a video of the test segment:
Our video cards were tested at different screen sizes of 1920x1080, 2560x1600 and 3840x2160 with the maximum graphics quality settings allowed Call of Duty Ghosts. Tests were conducted with different anti-aliasing modes. Multi-chip configurations and NVIDIA showed a good increase in performance, which indicates sufficient optimization of the game for release. But AMD's multi-chips are not encouraging - we're waiting for new drivers.
Testing at resolution 1920x1080 |
Testing at maximum quality settings 1920x1080 no AA
With these settings an acceptable FPS indicator was shown by video cards of the Radeon HD 7770 or GeForce GTX 460 level. The optimal video cards would be Radeon HD 5850 or GeForce GTX 650 Ti and above.
Testing at maximum quality settings 1920x1080 MSAA 4X
With these settings an acceptable FPS indicator was shown by video cards of the Radeon HD 6870 or GeForce GTX 560 level. The optimal video cards would be Radeon HD 5870 or GeForce GTX 660 and above.
Testing at 2560x1600 resolution |
Testing at maximum quality settings 2560x1600 no AA
With these settings an acceptable FPS indicator was shown by video cards of the Radeon HD 5870 or GeForce GTX 660 level. The optimal video cards would be Radeon HD 6970 or GeForce GTX 660 Ti and above.
Testing at maximum quality settings 2560 x 1600 MSAA 4X
With these settings An acceptable FPS indicator was shown by video cards of the Radeon HD 7950 or GeForce GTX 660 Ti level. The optimal video cards will be solutions Radeon HD 7970GE or GeForce GTX 770 and higher.
Testing at resolution 3840x2160 |
Testing at maximum quality settings 3840x2560 no AA
With these settings An acceptable FPS indicator was shown by video cards of the Radeon HD 7970GE or GeForce GTX 680 level. The optimal video cards will be solutions Radeon HD 7990 or GeForce GTX TITAN and above.
Testing at maximum quality settings 3840x2560 MSAA 4X
With these settings acceptable FPS indicator was shown by video cards of the level Radeon HD 7990 or GeForce GTX 690 and higher.
VRAM test |
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 quality settings GPU
The recommended amount of video memory usage without antialiasing for a resolution of 1920x1080 will be 1536 MB of video memory, for a resolution of 2560x1600 - 2048 MB of video memory and for a resolution of 3840x2160 more than 2048 MB of video memory. With MSAA enabled for a resolution of 1920x1080, 2048 MB of video memory will be acceptable, for a resolution of 2560x1600 - more than 2048 MB of video memory and for a resolution of 3840x2160 more than 3072 MB of video memory
Micro-Stuttering Test |
Introducing our testing of FPS output latency on a Micro-Stuttering monitor. The indicator was based on the results on video cards from AMD ARES II and NVIDIA GTX 780 at a resolution of 1920x1080 with maximum image quality settings.
Testing at maximum quality settings Micro-Stuttering GPU
Micro-Stuttering latency performance is at a very acceptable level in various modes.
Test CPU |
We tested processor dependence on 20 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
Processor performance indicators in Call of Duty Ghosts impressed me pleasantly - you can complete the single-player campaign without any problems even on a dual-core solution.
Loading of processor coresat maximum quality settings 1920x1080 Intel%
Loading of processor cores at maximum quality settings 1920x1080 AMD%
The game practically does not use the capabilities of modern CPUs, distributing resources to a minimum - only dual-core models are fully loaded.
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 basic quality settings, the amount of consumed RAM is Call of Duty Ghosts is at 2000 megabytes.
Testing system RAM consumption
With a system with 8 gigabytes of RAM, the consumption of all RAM was almost 5 gigabytes. With a system of 16 gigabytes, the memory consumption was slightly more than 4 gigabytes. Apparently, the RAM consumption depends on the type of system. On systems with 4 gigabytes of RAM Call of Duty Ghosts is not working yet - eif you have less By the age of 6 GB of RAM, the game simply won’t start...
Well, what can you say about the game? Call of Duty Ghosts - we have two unpleasant moments for users. Firstly, the game requires a 64-bit operating system, and there is no way to bypass this limitation. Secondly, we have a mandatory presence of 6 gigabytes of RAM, but this problem is solved by an unofficial fix, which removes this incomprehensible limitation. The optimization in the game itself is quite excellent, on a three-year-old gaming PC you can play without problems at maximum quality settings without AA. Well, what is more noticeable is that the game is optimized for NVIDIA video accelerators, which allow you to achieve greater performance in the game.
IRONSPONSORS |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Join us on social networks!
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |