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TDM Benchmark Demo


greebo

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XP Home SP3

Intel Core2Quad Q9450 4x2.66Ghz 1333 FSB 12Mb cache

Nvidia 9500GT x2 512Mb

Creative x-fi Pro

2Gb ram

1/2 tetrabyte harddrive

 

doom3 settings

 

Aspect ratio 4.3

Screen Size 1280x1024

Fullscreen yes

Antialiasing off

Texture Ani 1x

Ambient Rendering standard

Interaction shader High Quality

Bloom off

 

Vertical sync On

 

tests after game in memory

60.1 fps

60.1 fps

 

Vertical Sync off

 

205.5 fps

203.9 fps

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Stumpy, can you test with settings cranked up? Like higher res, 16xAF, 4xAA, shader high and ambient standard? 205 fps is really a lot, I'd like to know how performance suffers from higher settings.

My Eigenvalue is bigger than your Eigenvalue.

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Doom 3 settings

 

Aspect ratio 4.3

Screen Size 1280x1024 (max size I can get)

Fullscreen yes

Vertical Sync off

Antialiasing 16x

Texture Anisotrophy 16x

Ambient Rendering standard

Interaction shader High Quality

Bloom off

 

27.2

 

Ambient Rendering Fast

 

27.2

 

Bloom on (this setting wishwashes the textures, drains the textures of colors.)

 

27.2

 

Vertical Sync on

 

24.2

 

doom 3 is running on all four cores, no hyperthreading.

Edited by stumpy
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Thanks man. Can you by chance post the results for 4xAA and 8xAA? It seems (see Midnight's post: http://modetwo.net/d...post__p__207302 ) that 16xAA slows the fps to a crawl. My guess is that the gc is out of VRAM. 

My Eigenvalue is bigger than your Eigenvalue.

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AA 4x

vertical sync off

 

116.5 fps

 

vertical sync on

 

60.1 fps

 

AA8x

vertical sync off

 

75.4 fps

 

vertical sync on

 

56.0

 

 

according to nvidia's control panel vertical sync reduces graphic tearing by sync'ing the graphics card with the monitor, my monitor is set at 75hz. I dont get any graphics tearing. Theres no visual difference between AA at 4x 8x and 16x apart from the light halo's around lights. my graphics card is pci 16x, doom3 doesn't support sli so the cards are running in an emulated sli mode.

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Your monitor might be running at 75Hz, but Doom3 will run at a locked 60Hz which it uses as a tick rate, exceeding this wont really be possible and if it happens will result in strange gameplay consequences. Pretty much the closer you can keep to a constant 55-60, the better it is :)

 

AA doesnt change much in d3, the lines are quite accurate and style of visuals in TDM it doesnt make sense to really go above 4-8x, AF is most likely something that most players would benefit more from as the textures in TDM are pretty damn nice and benefit greatly from it.

 

It would be nice if we could get more information on minimum fps as that is the most important thing for TDM gameplay, too low and the AI starts to become a bit dumb it seems :P

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60.1 fps 47.5 seconds :)

 

Seems about what I expected lol, my computer was also running a disk check on my usb harddrive so I'll try again when this long-ass process is done.

 

core 2 duo 1.87ghz

3 gb ddr2 ram

512 ati 3870

95 gbs free on C

4 gbs free on D (doom3 directory)

Windows 7 32bit

Kaspersky 2010

Realtek HD

 

1650x1080

16:10

Fullscreen

Texture Anisotropy 1x

AA 0x

Ambient Rendering: Standard

Interaction Shader: High Quality

 

 

edit:

78.2 fps

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CPU : Intel Pentium4E 3,0Ghz
GPU : Leadtek A7600GT (256 MByte)
Ram : 1 GByte DDR
OS : Windows XP SP2 
Resolution: 1920x1200

 

Anisotropic: 1x 
Shader: High Quality
Ambient: Standard
Anti-Aliasing: Off
Bloom: Off
first run:
72,9seconds = 40,8 FPS
second run:
53,5seconds = 55,6 FPS

 

 

not too bad for a pretty outdated PC... remind me I should buy some ram...

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Graphics card; NVIDIA GeForce 9600M GT

RAM; 4 GB DDR3

Processor; Intel® Core™2Duo CPU P8400 @ 2,26 GHz

Windows Vista Home

 

 

 

Settings Video:

 

Aspect Ratio 4:3

Screen size 1024x768

Full screen Yes

Vertical Sync No

Antialiasing Off

Texture Anisotropy 1x

Ambient Rendering Standard

Interaction Shader HQ

Bloom Off

HUD Opacity 0,714286

 

 

First run = 94,4 fps

 

Second run = 144,5 fps

 

 

 

 

Aspect Ratio 4:3

Screen size 1024x768

Full screen Yes

Vertical Sync Yes

Antialiasing 16x

Texture Anisotropy 16x

Ambient Rendering Standard

Interaction Shader HQ

Bloom On

HUD Opacity 1

 

First run = 49,3 fps

 

Second run = 59,5 fps

Edited by Nielsen74
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Here is my run

 

CPU: Intel Qx9650 @ 3.2GHZ
RAM: 2x2GB DDR2-1066
GPU: HD5870 @ 935/1250
OS: Win7 x86
GPU Drivers: 10.1

Game Preferences:
1680 x 1050
0xAA
1xAF
Bloom Off
Vsync. Off
Ambient Rendering :Standard
Interactive Shader :High Quality

Demo Run 1: 152fps
Demo Run 2: 172fps
Demo Run 3: 183fps

With AA/ANISO set to 2/8 and bloom on my FPS only dropped to 170.

Edited by Bikerdude
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  • 2 weeks later...

System:

 

CPU : Intel Core 2 Quad Q6600 @ 2.70 GHz
GPU : 2x Nvidia Geforce 8800GT @ 675/1688/975 MHz (512 MByte)
Ram : 4 GByte (2.8 GByte enabled in 32-bit XP)
OS : Windows XP Home Edition 32-bit Service Pack 3
Sound: Creative SoundBlaster X-Fi XtremeGamer
GPU Driver: 196.34 BETA driver

In-game settings:

 

Resolution: 1920x1080
Anisotropic: 1x
Antialising: Off
VSync: Off
Blur: Off
Shader: High quality
Ambient: Standard

Benchmark:

 

First: 144.3 FPS (Caching files to memory)
Second: 198.8 FPS
Third: 197.2 FPS

Same in-game settings expect anti-aliasing x16 and anisotropic filtering x16:

 

First: 42.8 FPS
Second: 42.0 FPS
Third: 40.6 FPS

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  • 1 month later...

CPU : Intel Pentium4E 3,0Ghz
GPU : Leadtek A7600GT (256 MByte)
Ram : 1 GByte DDR
OS : Windows XP SP2 
Resolution: 1920x1200

 

Anisotropic: 1x 
Shader: High Quality
Ambient: Standard
Anti-Aliasing: Off
Bloom: Off
first run:
72,9seconds = 40,8 FPS
second run:
53,5seconds = 55,6 FPS

 

 

not too bad for a pretty outdated PC... remind me I should buy some ram...

 

 

hum, 2x512Mb random generic DDR => 2x1Gb balistix cl2.5 =

first run

45.6 FPS

second run

58,8 FPS

not a bad upgrade :)

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The TimeDemo-link has '.html' attached!

But it´s the right thing, I guess cause it´s about 18 megs.

 

I´ve added the GameSetting and my NvidiaSettings as screenshots.

 

TimeDemo Results:

 

First Run: 58.2 seconds - 51.1 FPS

Second Run: 49.7 seconds - 59.9 FPS

 

Here my specs:

 

OS: Windows XP Pro SP3

CPU: Intel Core 2 Quad Q8300 @ 2.50Ghz

RAM: 3.25 GB RAM

GPU: Nvidia Geforce 9800 GT (driver date: 11/13/2009, version: 6.14.11.9555)

DirectX: 9.0c

Monitor: Phillipps TV (HDMI)

 

I started DarkMod as my swapfile had the size of 420 megs out of 4589 MB, that says my DirectX Diagnose programm.

 

On my NvidaSettings screenshot are two things missing, that is:

Anisotropic Filtering: 16x

Antialiasing Gamma Correction: on

 

One question about the Ratio: As you can see I use a HDTV. But when I use 16:9 or 16:10, it´s not right! I can see that on the wooden wheel standing in the Training Mission and the rest seems not right. I use my TV with the setting 'widescreen'. When I change to '16:9' (on my TV), it seems to be even more wrong. So 4:3 works best for me, kind of strange.

When I try this in Doom3 there is a kind of 'morphing'-effect added, when I look around. Had the same with the widescreen-patch for the old Thief-games.

 

As for the timedemo: I too had the missing sky, just a hole in the level. (I know this effect from my time using UnrealEd/UndyingEd and I had these famous BSP-Cuts, when I worked unclean)

I read this before in this thread, but oversaw an explanation for it.

post-3744-127137053321_thumb.jpg

post-3744-127137053514_thumb.jpg

Edited by LEGION

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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What is this 'Bloom'-effect feature? I don´t have such an option!?

 

It was an unofficially supported setting that made it into version 1.0 when it shouldn't have. It was removed from the menu in the update. The reason for removal is that it caused far too many issues for players.

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And what was it for? Does it have to do sth. with flowers?:unsure:

 

No :)

 

http://en.wikipedia.org/wiki/Bloom_%28shader_effect%29

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Ah, thank you. I won´t miss it. Nice effect, but not important and unrealistic, cause it says it is an effect only see-able through cameras, maybe you could use it for the spyglass only...

 

I always liked the blur effect, as it gives a more "soft" view, more dreamlike and it hides the sometimes hard shadow and pixel borders. However, now that I read the wiki article I am too are a bit suspicious, because I generally don't like to add "camera" effects (if you watch someting with your eye, you will not get technical artefacts like a camera).

 

However, having said this, the human eye is an optical system, with one lens and a lot of photoreceptors, and thus things like lensflare and bloom/bleed can indeed happen. So I think bloom has its place.

 

As for bloom itself, it was removed because it causes a lot of issues, but hopefully the new HDR can be finished soon and you get real bloom (e.g. not just fake) for free with it, anyway :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I always liked the blur effect, as it gives a more "soft" view, more dreamlike and it hides the sometimes hard shadow and pixel borders. However, now that I read the wiki article I am too are a bit suspicious, because I generally don't like to add "camera" effects (if you watch someting with your eye, you will not get technical artefacts like a camera).

Screw realism. Bloom isn't used because it's a camera effect, it's used because it's pretty! (When used well and in moderation.) :)

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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  • 1 month later...

Settings:Aspect Ration: 16:10Screen Size: 1440x900

Full Screen: Yes

Gamma: 1.21

Brightness: 0.88

Vertical Sync: Yes (set on in game, but ignored by nvidia driver)

Antialiasing: 4x

Texture Anisotropy: 4x

Ambient Rendering: Standard

Interaction Shader: High Quality

HUD Opacity: 0.7

 

FPS:

Best Run: 120.8

2nd Best: 119.8

3rd Best: 116.7

 

Mandriva Linux 2010.1 RC2 (aka "Cooker", development version)

uname -a: Linux mjollnir 2.6.33.4-server-3mnb #1 SMP Tue May 25 20:20:45 UTC 2010 i686 i686 i386 GNU/Linux

MSI K9N2 Diamond mobo

AMD Phenom 9650 Quad-core

4 Gig RAM @ 800MHz

Video: MSI NX8800GTS nvidia, 512M, OpenGL version 3.2.0 NVIDIA 195.36.24, dual 24" Samsung SyncMaster

post-3285-127517327579_thumb.png

post-3285-127517327713_thumb.png

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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  • 1 month later...
  • 1 month later...

Update:

Windows 7 Home Premium (edit: 64bit)

Core i7 930

Geforce gtx470

6gb Corsair ddr3 ram

no overclocking

 

Settings:

Res: 1680*1050 (16:10)

Vsync: off

AA: 16

TA: 16

A.Rendering: Standard

I. Shader: HQ

 

 

1st run: 29,8 sec - 100 fps

2nd run: 22,1 sec - 134,5 fps

Edited by Sonosuke

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

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  • 4 weeks later...

Without VSync - 3 attempts

 

Averaged 325ish fps.

 

With VSync - 3 attempts

 

60.3

59.2

60.5

 

System:

 

Intel Core2Duo @ 2.53ghz

ATi Radeon HD 5850 1gb

3gb ddr2 800

Windows 7 Professional 32bit

 

no overclocking

 

Settings:

 

Resolution - 4320x900 ( 24:5 or 48:10)

AA - off

TA - 1x

Ambient rendering - standard

Interaction Shader - High Quality

Edited by Xarg

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

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