[ Print Article! ]

3D Performance with Half-Life 2: Part 1 High-end Cards
November 17, 2004 Brandon Sandman Bell

Summary: Wondering which card is fastest for Valve's Half-Life 2? We were too, so yesterday we began a furious session of benchmarking. In this article we've included ATI and NVIDIA's latest and greatest X800 and GeForce 6800 cards, benchmarking them in two maps from Half-Life 2. See who came out on top inside!


IntroductionPage:: ( 1 / 9 )


First things first, as we’ve said in the past, Half-Life 2 scales very well with older hardware. You don’t have to purchase the latest and greatest graphics cards from ATI and NVIDIA in order to achieve playable performance with good graphics, but if your goal is to reach 1600x1200 with all the eye candy cranked to the max, it’s highly recommended. Valve has designed Half-Life 2 to scale all the way back to DirectX 7 hardware and will automatically detect your graphics card and determine a recommended setting that’s suitable for casual gamers who aren’t into tweaking graphics settings. Eye candy used in Half-Life 2 hasn’t changed since our “GeForce FX DirectX 9 Performance” article, so we’ll include that chart again just in case you missed it:

[image]

<% print_image("01"); %><% print_image("02"); %><% print_image("03"); %>
<% print_image("04"); %><% print_image("05"); %><% print_image("06"); %>


Feature usage in DirectX paths
Feature
DirectX 7
DirectX 8
DirectX 9
Radiosity-Based Diffuse Bump Mapping
No
World, Displacements
World, Displacements, Viewmodel, Static Props, Dynamic Props, Non-Player Characters (NPCs)
Specular Bump Mapping
No
World, Displacements, Viewmodel, Static Props, Dynamic Props, NPCs (Reduced quantity than DirectX 9)
World, Displacements, Viewmodel, Static Props, Dynamic Props, NPCs
Detail Props (Procedurally-placed grass, rocks, etc. based on material)
No
Only near
Out further
Dynamic Shadows
Blobby
Sharp render-to-texture
Soft render-to-texture
Static Props (instanced models)
Medium Level-of-Detail (LOD) Some removed, No decals
High LOD
High LOD
Specularity
No
Yes (limited usage)
Yes
Dynamic Refraction
No
Yes (limited usage)
Yes
3D Skybox
Yes
Yes
Yes
Water
Transparent Textures
Pretty nice (with volumetric fog)
Damn nice (with volumetric fog)
Cameras/Monitors
In scene (if render targets are supported)
In scene
In scene
Volumetric Effects (Any smoke or fog)
Sparse
Yes (per-pixel lit)
Yes (per-pixel lit
Shader Function
Fixed-function (hardware T&L)
Assembly Vertex/Pixel Shaders (VS1.1, PS1.1-PS1.4)
DX9 HLSL Vertex/Pixel Shaders (VS2.0, PS2.0)
Displacement Maps (Terrain, cave walls, etc)
Medium res
Mid-to-High res (with diffuse and specular bump-mapping)
Full-res (with bump diffuse and specular bump mapping
Texture Resolution
Medium (256x256)
High (512x512)
High (512x512)
Texture Variety
Low
Full
Full

[image]
<% print_image("07"); %><% print_image("08"); %><% print_image("09"); %>
<% print_image("10"); %><% print_image("11"); %><% print_image("12"); %>


DirectX 7 path

Half-Life 2’s DirectX 7 path includes NVIDIA’s GeForce 256, GeForce 2 series, GeForce2/4 MX, and nForce, and the RADEON 7xxx series (with RADEON 9100 IGP and MOBILITY RADEON 9000/9100 defaulting to the DirectX 7 path as well).

  • Screen space effects are really simple.
  • No model decals
  • No detail props
  • No refractive water
  • Reduced decal visibility distance
  • No bumpmaps
  • Reduced model LODs
  • Reduced material mip level

    DirectX 8 path

    Among the cards included in the DirectX 8 path are GeForce4 Titanium series (including GeForce4 Go), GeForce FX 5200/5600/5700, and GeForce FX Go 5600/5700 series.

  • On some cards with poor fillrate, bumpmaps may be turned off in some scenes that use a lot of bumpmaps. At the moment, this is true for the GeForce4 Ti 4200 but we've worked with Nvidia to come up with a solution to reactivate bumpmaps on the 4200.
  • Water by default is refractive but does not have local specular.
  • Water has a hard edge when it meets the shore, volumetric fog is used for this. Its per vertex screen space effects are better than DirectX 7, but still simple.
  • Shadows are render-to-texture but are not supersampled to make them
    look softer.

    DirectX 8.1 path

    Cards that use the DirectX 8.1 path include RADEON 8500/9100, RADEON 9000/9200, GeForce FX 5800/5900.

  • Water by default is refractive but does not have local reflections. If you activate local reflections on this card, it will occur in one pass as opposed to happening in 2 passes on DX8.0, which will make it cheaper from a fillrate perspective.
  • As in DX8.0, water has a hard edge when it meets the shore, volumetric fog is used for water. Its per vertex screen space effects are better than DX7, but still simple.
  • Shadows are render-to-texture and are supersampled to make them look
    softer.

    DirectX 9 path

    Graphics cards that use the DX9 path include GeForce 6800 series, GeForce 6600 series, RADEON 9500/9600, RADEON X300/X600 series, RADEON X800 series, RADEON 9700/9800, MOBILITY RADEON 9600/9700, and MOBILITY RADEON 9800

  • Water by default is refractive with local reflections from world geometry.
  • Water refraction realistically refracts the geometry beneath the water (when looking into the water) based on the depth of the geometry in DX9.
  • There is a special water rendering feature which smooths out the shorelines which reduces water refraction in areas with shallow water.
  • There is a gradual blend from water to shore volumetric fog (for water) its per pixel screen space effects (post effects) are more complex.
  • Shadows are render-to-texture and are supersampled to make them look
    softer.
  • Certain displacements use blended bumpmaps instead of a single bumpmaps (for example, displacements that blend between sand and rocks).

    For our preliminary testing, we recorded custom demos on two maps, d1_canals_01a and d1_canals_09. We set all graphics options to their highest settings except for water reflection, which was set to world instead of reflect all. In determining which demos to go with we decided to go with sequences packed with action, we won’t drop any spoilers on you, but as you can see in the screenshots, we tried to record the most stressful demos possible at all times. We’re constantly evaluating which maps and sequences to record for demos, so if you have any suggestions for stressful areas you’ve noticed, please drop them in the news comments section for this article. Let’s get started…

    [image]
    <% print_image("13"); %><% print_image("14"); %><% print_image("15"); %>
    <% print_image("16"); %><% print_image("17"); %><% print_image("18"); %>


    Test systemsPage:: ( 2 / 9 )

    System Setup


    AMD Athlon 64 FX-51

    ASUS SK8V VIA K8T800 motherboard

    1GB Corsair XMS Registered DDR400 SDRAM

    ATI RADEON X800 XT Platinum Edition
    ATI RADEON X800 XT AGP
    ATI RADEON X800 PRO
    Driver version CAT 4.12 beta

    NVIDIA GeForce 6800 Ultra
    NVIDIA GeForce 6800 GT reference card
    Driver version 66.93

    250GB Maxtor Hard Drive Maxline III SATA Hard Drive w/16MB Cache

    Windows XP Professional SP1

    DirectX 9.0c



    Canals_01aPage:: ( 3 / 9 )

    Half-Life 2 – Direct3D








    Canals_01a 4xAAPage:: ( 4 / 9 )

    Half-Life 2 – Direct3D








    Canals_01a 4xAA/8xAFPage:: ( 5 / 9 )

    Half-Life 2 – Direct3D








    Canals_09Page:: ( 6 / 9 )

    Half-Life 2 – Direct3D








    Canals_09 4xAAPage:: ( 7 / 9 )

    Half-Life 2 – Direct3D








    Canals_09 4xAA/8xAFPage:: ( 8 / 9 )

    Half-Life 2 – Direct3D








    ConclusionPage:: ( 9 / 9 )


    Our d1_canals_01a demo doesn’t contain any water, instead it consists of a mixture of lighting scenes where the flashlight is used and urban combat. In this demo the X800 cards come out ahead once again, with the X800 XT AGP and X800 XT Platinum Edition holding a performance advantage of over 20% at 1600x1200 with 4xAA and 8xAF. At those settings, the 12-pipe RADEON X800 PRO is actually capable of giving the GeForce 6800 Ultra a run for its money in our testing.
    [image]

    <% print_image("19"); %><% print_image("20"); %>

    This doesn’t mean that GeForce 6800 series cards are inadequate for Half-Life 2, in fact they’re quite capable of delivering very good performance at 1280x1024 with the visual quality settings cranked up. But it appears that right now, the RADEON cards happen to run a little bit faster.

    We’re still in the early stages of testing here though, as we said earlier we’ve only had 24 hours to quickly play a few levels and begin benchmarking. In the future we will probably record demos that emphasize the particular aspects of each card, for instance, GeForce 6800 cards are well known for their stencil shadow performance in DOOM 3, dramatically outperforming RADEON X800. But early indications are that on the high end of the market, ATI’s RADEON X800 cards reign supreme in Half-Life 2 performance. As always, please feel free to drop your thoughts on maps we should look at, suggestions, etc, in the news comments.

  • © Copyright 2003 FS Media, Inc.
    [ Print Article! | Close Window ]