Each graph for our benchmarking results are labeled with the resolution that the game was played at, while omitting secondary settings such as Anti-Aliasing, Anisotropic Filtering, texture quality, et cetera. To view all specific settings that we used, please refer to our testing methodology page, where we have screenshots for each game.
If there is one game in our line-up that most everyone has played at some point, it would be Half-Life 2. The most recent release is Episode Two, a game that took far too long to see the light of day. But despite that, it proved to be worth the wait as it delivered more of what fans loved.
We are using the Silo level for our testing, which is a level most people who haven’t even played the game know about, thanks to Valves inclusion of it in their Episode Two trailers during the year before its release. During our gameplay, we shoot down a total of three Striders (their locations are identical with each run, since we are running a saved game file) and a barn is blown to smithereens.
Overall it’s a great level, but the Strider’s minions can prove a pain in the rear at times – most notably when they headbutt you. Nothing a little flying log won’t solve, however! This levels graphics consist mostly of open fields and trees, although there is a few explosions in the process as well, such as when you blow the Striders apart with the help of the Magnusson Device.
Settings: High graphic settings are used throughout all three resolutions, with 4x AA and 8xAF.
There is a definite similarity going on here. At lower resolutions, CPUs tend to matter more. But for high-end gamers, there is less of a difference. Interesting how that works, eh?
The Unreal series has always been one that’s pushed graphics to the next level. Surprisingly, though, as the graphics improve, the game still remains playable on a reasonable machine, with good FPS. How often is that the case?
“Gateway” is our level of choice for a few different reasons. The first and most notable is the fact that it’s a great level, and chock-full of eye-candy. The entire level consists of three different areas that can be accessed through portals, or “gateways”. The area we begin out in is a snow-filled wonderland, similar to Lost Planet’s winter levels, with a futuristic city and waterfall area also being accessible.
Settings: All in-game settings are maxed out, with physics and smooth frame rate disabled.
Once again, differences are indeed seen here, but they are so minute, it almost gives me a headache. UTIII is one game where the CPU really doesn’t matter, which is actually quite reassuring.