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 1.005, 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 "high" preset, and controlled anti-aliasing and anisotropic filtering via the advanced settings tab.
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Nvidia GeForce 8800 Ultra 768MB
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Nvidia GeForce 8800 GTX 768MB
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BFGTech GeForce 8800 GTS 512MB OC
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Nvidia GeForce 8800 GTS 512MB
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Nvidia GeForce 8800 GT 512MB
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ATI Radeon HD 3870 512MB CrossFire
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ATI Radeon HD 3870 X2 1GB
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Sapphire Radeon HD 3870 512MB ATOMIC
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ATI Radeon HD 3870 512MB
Frames Per Second
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Nvidia GeForce 8800 Ultra 768MB
-
ATI Radeon HD 3870 512MB CrossFire
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Nvidia GeForce 8800 GTX 768MB
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ATI Radeon HD 3870 X2 1GB
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BFGTech GeForce 8800 GTS 512MB OC
-
Nvidia GeForce 8800 GTS 512MB
-
Sapphire Radeon HD 3870 512MB ATOMIC
-
Nvidia GeForce 8800 GT 512MB
-
ATI Radeon HD 3870 512MB
Frames Per Second
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Nvidia GeForce 8800 Ultra 768MB
-
ATI Radeon HD 3870 512MB CrossFire
-
ATI Radeon HD 3870 X2 1GB
-
Nvidia GeForce 8800 GTX 768MB
-
BFGTech GeForce 8800 GTS 512MB OC
-
Nvidia GeForce 8800 GTS 512MB
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Nvidia GeForce 8800 GT 512MB
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Sapphire Radeon HD 3870 512MB ATOMIC
-
ATI Radeon HD 3870 512MB
Frames Per Second
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ATI Radeon HD 3870 512MB CrossFire
-
ATI Radeon HD 3870 X2 1GB
-
Nvidia GeForce 8800 Ultra 768MB
-
Nvidia GeForce 8800 GTX 768MB
-
BFGTech GeForce 8800 GTS 512MB OC
-
Nvidia GeForce 8800 GTS 512MB
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Nvidia GeForce 8800 GT 512MB
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Sapphire Radeon HD 3870 512MB ATOMIC
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ATI Radeon HD 3870 512MB
Frames Per Second
World in Conflict performs fairly well on the Sapphire Radeon HD 3870 Atomic, and in scenarios that suit it, the card can outperform Nvidia’s GeForce 8800 GT. However, the card falls down at both 2560x1600 0xAA—a resolution that this card isn’t really targeted at—and when anti-aliasing is enabled. So, if you don’t mind jaggies, Sapphire’s factory overclocked Radeon HD 3870 Atomic is potentially a faster solution than the Nvidia GeForce 8800 GT.
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