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World in Conflict (2007) - retro - PC performance graphics benchmarks of Graphics Cards

BASIC GAME INFORMATION

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Year of construction: 2007
Genre:RTS
developer: Massive Entertainment
Publishing house: Vivendi Games

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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. 

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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.

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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.

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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
niz 1 sr 1 max 1
niz 2 sr 2 max 2

The difference between graphics settings is quite significant.

Comparison of FullHD and 4K
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hd 2 4k2
   

In 4K, World in Conflict looks good, and what is especially important, on this diagonal, it looks large.

Comparison of anti-aliasing modes

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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.

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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. 

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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 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

 

Multimedia equipment

Dell U3010 Monitor 

Monitor ASUS PQ321QE

Software configuration

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 MSI Afterburner. 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 of the gaming benchmark:   

Our video cards were tested at different screen sizes of 1920x1080, 2560x1600 and 3840x2160 with the 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 1920x1080 resolution

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Testing at maximum quality settings 1920x1080 

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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

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Testing at maximum quality settings 2560x1600

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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 3840x2160 resolution

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Testing at maximum quality settings 3840x2560

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With these settings An acceptable FPS indicator was shown by video cards of the Radeon R7 260X or GeForce GTX 660 level. 

 

memory GPU

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

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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

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We tested processor dependence on 15 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 with maximum graphics quality settings. 

Testing at maximum quality settings 1920x1080 

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CPU performance in the gaming benchmark is quite adequate on average.

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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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 

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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  

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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 test  1 1 1 1 1 1 1 1 1 1 Rating 86% [14 vote(s)]


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)]

 

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Comments (130)

This comment was made by the moderator on the site

loony01:-)

This comment was made by the moderator on the site

vector0r there the bus bitness is all decided, 280x=780ti, DX9... there is already a test here. I have all 4 sausages, sometimes all 4 were 100% when loading the game, anril 3 with the core is unheard of, as far as I know, there is not a single such game, this is its only plus.

This comment was made by the moderator on the site

loony01they are [url]http://www.ulmart.ru/goods/782153[/url] what's the point? Why not immediately push 16GB? 1GB every 2 years. If it had been plug-in, I would have pushed it long ago and not bothered. and because of every little thing, a new vidyukha. It’s more profitable for them.

The Vanishing of Ethan Carter did not trigger
There's a problem with the processor again, one cannonball hits the ceiling. It’s true that for some reason I’m running fine on the 12th stream. others, of course, also move a little, but I don’t think that’s right.

This comment was made by the moderator on the site

In consoles, the video chip is worse than 7850/660 and 8GB... Huang will milk us for a long time with his titans, and in the 960 he will again cut the video memory to 3 GB at best, there is only hope for AMD. The Vanishing of Ethan Carter did not cause puppy delight like torrenters :-), an ancient anril that bends my video card already with 4xmsa and 25 fps drawdown in a completely empty area, there is an analogue no worse than Dear esther on source, there I always get 300 fps with 16xQ yes and there is no Anrilovsky soap in the distance.

This comment was made by the moderator on the site

competent guy, I completely agree with him. By and large, it doesn’t matter what kind of physics and destruction, the main thing is that they exist and look good. at least like in this game for which the test. If you look at the statistics of user computers, everything is very sad. Few people have top-end hardware. and if it doesn’t work, why should developers bother with something that will work for 2.5 people (30 frames at best)? conclusion: iron, as it was, remains and will remain. The software also helps with this. What next gene should I expect? The only thing game developers can do is cram uncompressed textures onto 8GB, as new consoles allow.

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