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.
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Nvidia GeForce 9800 GX2 1GB
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BFG Tech GeForce 9800 GTX OCX 512MB
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Nvidia GeForce 8800 GTX 768MB
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Nvidia GeForce 9800 GTX 512MB
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Nvidia GeForce 8800 GTS 512MB
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Asus EAH3870 X2 1GB
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AMD ATI Radeon HD 3870 X2 1GB
Frames Per Second
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Nvidia GeForce 9800 GX2 1GB
-
BFG Tech GeForce 9800 GTX OCX 512MB
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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
Frames Per Second
-
Nvidia GeForce 9800 GX2 1GB
-
BFG Tech GeForce 9800 GTX OCX 512MB
-
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
Frames Per Second
-
Nvidia GeForce 9800 GX2 1GB
-
BFG Tech GeForce 9800 GTX OCX 512MB
-
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
Frames Per Second
While
Call of Duty 4 scales exceedingly well in SLI,
World in Conflict is quite the opposite. At lower resolutions, there is virtually no scaling – in fact, there’s only enough to just give the GeForce 9800 GX2 the edge over BFG Tech’s highly clocked GeForce 9800 GTX. However, when you increase the settings to either 1,920 x 1,200 2xAA 16xAF or 2,560 x 1,600 0xAA 16xAF, there is enough graphics load to take CPU limitations out of the equation somewhat.
And when you get up to these resolutions and settings, you will see a small but not insignificant performance advantage for the BFG Tech 9800 GTX OCX over the standard 9800 GTX cards. What’s more, even at 2,560 x 1,600 where the Radeon HD 3870 X2’s scaling starts to make a difference, the BFG Tech GeForce 9800 GTX OCX delivers higher frame rates and an overall better gaming experience.
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