World in Conflict

Publisher: Sierra

We regard World in Conflict as one of the best real-time strategy games we've ever played. It's based on Microsoft's DirectX 10 API and, in collaboration with Nvidia's The Way It's Meant To Be Played developer support team, it incorporates some DirectX 10 specific graphics effects.

The first of these is a soft particle effect that removes the banding often found in particle effects like smoke, explosions, fire and debris - the effects simply didn't exist in the 3D world; instead, they were merely an add-on. With DirectX 10, the edges of the particle effects are much softer and banding is almost non-existent as the effects now interact with their 3D surroundings, as they're actually a part of the 3D world.

Additionally there are global cloud shadowing and volumetric lighting effects in the DirectX 10 version of the game. The latter is often referred to as 'god rays' and its implementation in World in Conflict interacts with the surroundings incredibly well. On the other hand, the former is where clouds cast shadows on the rest of the environment and, because all clouds in World in Conflict are volumetric and dynamic, the shadows cast by the clouds are rendered dynamically in DirectX 10 - they adjust in relation to the size, shape and orientation of the cloud in relation to the light source.

For our testing purposes, we used a full retail copy of the game and patched it to version 1.007, which includes a few fixes and some improved performance under DirectX 10. We used a manual run through from the Invasion level, which incorporates all of the effects we've discussed above. We chose not to use the built-in benchmark because it's largely CPU-limited. We used the "very high" preset, and controlled anti-aliasing and anisotropic filtering via the advanced settings tab.

Asus EAH3870 X2 1GB World in Conflict Asus EAH3870 X2 1GB World in Conflict

World in Conflict

1680x1050 2xAA 16xAF, DX10, Very High Detail

  • Nvidia GeForce 9800 GX2 1GB
  • Nvidia GeForce 8800 GTX 768MB
  • Nvidia GeForce 9800 GTX 512MB
  • Nvidia GeForce 8800 GTS 512MB
  • Asus EAH3870 X2 1GB
  • AMD ATI Radeon HD 3870 X2 1GB
    • 31.0
    • 20.0
    • 30.3
    • 24.0
    • 30.3
    • 23.0
    • 26.2
    • 19.0
    • 22.0
    • 11.0
    • 20.5
    • 10.0
0
5
10
15
20
25
30
35
Frames Per Second
  • Average
  • Minimum

World in Conflict

1920x1200 0xAA 16xAF, DX10, Very High Detail

  • Nvidia GeForce 9800 GX2 1GB
  • Nvidia GeForce 9800 GTX 512MB
  • Nvidia GeForce 8800 GTS 512MB
  • Asus EAH3870 X2 1GB
  • AMD ATI Radeon HD 3870 X2 1GB
  • Nvidia GeForce 8800 GTX 768MB
    • 33.6
    • 21.0
    • 32.8
    • 25.0
    • 32.4
    • 24.0
    • 31.0
    • 23.0
    • 30.8
    • 22.0
    • 30.5
    • 24.0
0
5
10
15
20
25
30
35
Frames Per Second
  • Average
  • Minimum

World in Conflict

1920x1200 2xAA 16xAF, DX10, Very High Detail

  • Nvidia GeForce 9800 GX2 1GB
  • Nvidia GeForce 9800 GTX 512MB
  • Nvidia GeForce 8800 GTX 768MB
  • Asus EAH3870 X2 1GB
  • AMD ATI Radeon HD 3870 X2 1GB
  • Nvidia GeForce 8800 GTS 512MB
    • 31.1
    • 18.0
    • 27.6
    • 18.0
    • 26.9
    • 22.0
    • 26.9
    • 12.0
    • 26.8
    • 12.0
    • 21.1
    • 14.0
0
5
10
15
20
25
30
35
Frames Per Second
  • Average
  • Minimum

World in Conflict

2560x1600 0xAA 16xAF, DX10, Very High Detail

  • Nvidia GeForce 9800 GX2 1GB
  • Asus EAH3870 X2 1GB
  • AMD ATI Radeon HD 3870 X2 1GB
  • Nvidia GeForce 9800 GTX 512MB
  • Nvidia GeForce 8800 GTX 768MB
  • Nvidia GeForce 8800 GTS 512MB
    • 31.6
    • 17.0
    • 23.7
    • 16.0
    • 23.3
    • 15.0
    • 22.7
    • 10.0
    • 22.6
    • 17.0
    • 19.2
    • 13.0
0
5
10
15
20
25
30
35
Frames Per Second
  • Average
  • Minimum

Our problems with World in Conflict at 1,680 x 1,050 have still not gone away—even with the latest driver installed—and we’re still stuck with sub-par performance at this resolution. However, once you move up to 1,920 x 1,200 and beyond, performance returns to the realms of normality – it trades blows with competing cards from Nvidia, like the GeForce 9800 GTX.
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