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New Unigine Benchmarks

The Unigine Website now offers a new version 1.0 of the Valley GPU benchmark for Windows, Linux, and OS X. Here's what they have to say about this: "Valley Benchmark is a new GPU stress-testing tool from the developers of the very popular and highly acclaimed Heaven Benchmark. The forest-covered valley surrounded by vast mountains amazes with its scale from a birdís-eye view and is extremely detailed down to every leaf and flower petal. This non-synthetic benchmark powered by the state-of-the art UNIGINE Engine showcases a comprehensive set of cutting-edge graphics technologies with a dynamic environment and fully interactive modes available to the end user." They also are offering a new version 4.0 and an "extended edition" of their Heaven Benchmark.

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6. Re: Still same issue as any other engine Feb 16, 2013, 19:02 eRe4s3r
 
Well modern PC games most definitely have higher resolution textures than this benchmark though so it would be helpful to actually max out a gpu's ram.... But you are of course right.. is really why I said all engines have this problem.. but to me, a state-of-the-art engine needs to fix this issue. It is literally the only technical reason games don't have super smooth day/night transitions. Unreal Engine 4 can definitely do it properly (they even demoed it) but I wonder how that's going to perform there.

Anyhow, point being, as a "future proof" benchmark this one won't do if it doesn't do anything to fix the issues "old" engines have. I have the same FPS in this benchmark as in BF3 by the way. So apparently I *am* cpu starved.
 
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5. Re: Still same issue as any other engine Feb 16, 2013, 13:52 JeffD
 
I did not find this dissapearing shadow glitch you are seeing. I played with the time setting to get the just after sunrise time period where shadows were on, and in fact what I was seeing was that the mountains wern't casting shadows, just the surface models. This led to long streaks in the grass, only noticeable when shadows were at their longest.

Keep in mind though, every one does this. If anything, this engine does a descent job in ambient light for far off models to show a light side and dark side (I am not sure if it actually renders a true shadow or if it just changes the ambient texture brightness). It is not perfect, but then it is currently impossible to do a full global shadow to everything being rendered and have it be even remotely playable. Much like LOD and culling, shadows have a cut off distance.

Also because current methods of shadows are still pretty fake (rendering a single texture based on a single light source, multiple light sources at once not accepted, overlapping shadows do not change in shadows intensity) they can still be pretty glitchy. I don't know of any engine where shadows are perfect (GTA who does a really good job in global shadows will stop rendering them in flight). And VERY few games offer up dynamic day cycled probably to avoid such things.

Textures are minimal (not low res per say, just not a big variety, it is a tree simulator) but then that wasn't the point of the test, and never is. If a game is losing frames because its loading to many textures, then that is just crappy coding on the games part.

 
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4. Still same issue as any other engine Feb 16, 2013, 06:08 eRe4s3r
 
Find shadow that casts over your "camera" (on the ground) turn around = shadow disappears, because mountain that causes it is no longer rendered. In fact, nothing behind you beyond a certain very restricted distance is rendered. And this causes huge shadow glitches when the shadows are very long. I assume this is why we can only move the time slider in this hard-steps. not in a smooth progression. Because there is a certain time where shadows are very long and this issue would be glaringly obvious.

This is a pretty serious engine issue, and why this is not a really "awesome" or "state-of-the-art" engine... there is a reason they don't show interiors.. and this is it. That said, at least when it's moon lit or twilight hours the view of the valley is breathtaking. However, during broad day, the shadow issue is drastic. Hopefully they fix that sooner or later...

And texture resolution isn't really all that good either.

This comment was edited on Feb 16, 2013, 06:14.
 
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3. Re: New Unigine Benchmarks Feb 15, 2013, 20:47 jacobvandy
 
Futuremark is pretty much dead to me now, I hope Unigine keeps pumping these out.  
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2. Re: New Unigine Benchmarks Feb 15, 2013, 16:48 jdreyer
 
Thanks for that JeffD, I'll have to check it out now see how my system handles it.  
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"It's just a bunch of mystic bovine scatology to me." - 1badmf
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1. Re: New Unigine Benchmarks Feb 15, 2013, 15:35 JeffD
 
Another great benchmark from unigine. What is awesome about this benchmark is that the cpu process is perfectly balances and multithreaded, so I can see the true power of my 460gtx despite my aging q6600 processor. None of the cores went above %50 so I know my frame rate was entirely in my graphics cards hands. It is hard to benchmark on video games these days because of their poor cpu threading being the bottleneck.  
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