These apps were used as testing instruments:
- Unreal 2: The Awakening (Infogrames), DirectX 8.1, multitexturing, testing in Bench'emAll! 2.5beta.
- RightMark 3D (one of the game scenes) - DirectX 8.1, Dot3, cube texturing, shadow buffers, vertex and pixel shaders (1.1, 1.4).
Test settings: pixel shaders 1.1, shadow buffers OFF.
- Half-Life2 (Valve/Sierra) - DirectX 9.0, two different demos (ixbt07 and coast). Anisotropic filtering enabled.
- Tom Clancy's Splinter Cell v.1.2b (UbiSoft) - Direct3D, Vertex/Pixel Shaders 1.1/2.0, Hardware T&L, Very High quality; demo 1_2_Tbilisi. Note that antialiasing doesn't work in this game.
- Call of Duty (MultiPlayer) (Infinity Ward/Activision) - OpenGL, multitexturing, ixbt0104demo, best detail settings, S3TC ON
- Tomb Raider: Angel of Darkness v.49 (Core Design/Eldos Software) - DirectX 9.0, Paris5_4 demo, configs are here.
- FarCry DEMO (Crytek/UbiSoft), DirectX 9.0, multitexturing, demos are here (run it with the -DEVMODE option), Very High settings (except for textures, where DEMO prevents any setting above Medium).
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