|PowerColor AX6990 4GBD5-M4D Video Card|
|Reviews - Featured Reviews: Video Cards|
|Written by Bruce Normann|
|Sunday, 20 March 2011|
Page 13 of 19
Lost Planet 2 DX11 Benchmark Results
A decade has passed since the first game, and the face of E.D.N. III has changed dramatically. Terra forming efforts have been successful and the ice has begun to melt, giving way to lush tropical jungles and harsh unforgiving deserts. Players will enter this new environment and follow the exploits of their own customized snow pirate on their quest to seize control of the changing planet.
The primary purpose of Test A is to give an indication of typical game play performance of the PC running Lost Planet 2 (i.e. if you can run Mode A smoothly, the game will be playable at a similar condition). In this test, the character's motion is randomized to give a slightly different outcome each time.
In Test A of Lost Planet 2, we see a familiar pattern. That is, the newest games are implementing the latest software technology and the newest graphics cards are optimized to handle exactly that. The HD 6990 does quite a bit better here than it did with the H.A.W.X. 2 benchmark. The GTX 460 SLI takes a surprise second spot with the CrossFireX HD 6870s right behind. This test runs very fluidly with the 6990, better than I've ever seen with any individual or combination of cards. I saw none of the usual "slowdowns" during the test with the PowerColor HD 6990 that I have seen before, with lesser AMD cards. They've always remained during the second and third runs of the benchmark, so it wasn't a map loading issue. It occurs at the beginning of scene two which is the most demanding, no matter what card is installed. In fact it's usually tougher than Test B. For simplicity's sake, we are reporting the average result, as calculated by the benchmark application. It is not an average of the individual scores reported for the three scenes.
The new GeForce GTX 560 Ti is the most impressive performer in this challenging test, providing the best frame rates for the money. The results for the Radeon HD 5870 show why you don't want to use anything but the most recent DX11-capable hardware for these new games. The developers are really warming up to the enhanced visual tools that are available in DirectX 11, and hopefully we'll see more titles like this that make the unreal, real. As long as you are happy with the story lines, characters, scoring systems, etc. of these new games, you can enjoy a level of realism and performance that was only hinted at with the first generation of DX11 software and hardware. I keep thinking of some of the early titles as "tweeners", as they were primarily developed using the DirectX 10 graphics API, and then some DX11 features were added right before the product was released. It was a nice glimpse into the technology, but the future is now.
The primary purpose of Test B is to push the PC to its limits and to evaluate the maximum performance of the PC. It utilizes many functions of Direct X11 resulting in a very performance-orientated, very demanding benchmark mode.
Test B shows completely different ranking than Test A, and for some reason the Radeon HD 6990 completely lost its way in this benchmark. It just ties with a pair of HD 6870 cards, where it should have at least a 30% advantage. Don't forget that the HD 6870 GPU is not "half" of a 6890, like the HD 5xxx series was, where every step up in the product line was a doubling of the die size and transistor count. The 6870 has 1120 shader cores, compared to 1536 in each of the 6990 GPUs, not even close to a 1:2 ratio. So I wasn't expecting a massive performance gains by moving up to the HD 6990, but I expected a little more than nothing!
The sea monster (I can't quite say "River Monster" for some reason...it reminds me of River Dance) is a prime candidate for tessellation, and given the fact that it is in the foreground for most of the scene, the full level of detail is usually being displayed. The water effects also contribute to the graphics load in this test, making it just a little bit tougher than Test A, overall.
In our next section, we are going to continue our DirectX 11 testing with a look at our most demanding DX11 benchmarks, straight from the depths of Moscow's underground rail system and the studios of 4A Games in Ukraine. Let's take a peek at what post-apocalyptic Moscow looks like in the year 2033.