Cryostasis Tech Demo Performance   Review

   SLI and PhysX Scaling

   Page 3 / 10

Normal Mapping is a technnique in Graphics Modelling that is used to produce complex surface contours. It allows the graphics programmer to design highly complex surfaces, and the level of Normal Mapping applied affects how defined the surface can look.



        High Normal Maps        Medium Normal Maps        Low Normal Maps


Viewing the images in full size, you can notice the surfaces vary in complexity and definition with each setting.



Specular maps have to do with the shine on surfaces. Higher specularity will result in a shinier, high contrast surface. Though it is a cool feature, some people might argue that it takes away some of the realism from an image, making it look artificial. Have a look.



     High Specular Maps         Med Specular Maps            Low Specular Maps


It's all about the shine! I would personally play with High specular maps but a lot of people would prefer Medium or Low Settings.




Performance Analysis

I have broken up my performance analysis into 5 sections :

1. CPU and RAM Usage
2. Overall SLI and PhysX Performance
3. Image Quality Scaling
3. Gameplay
4. CPU Scaling




1. CPU and RAM Usage

I had heard some complaints about the Cryostasis Engine not being optimized for threaded CPUs which is why people are experienceing slow downs even with Multi-Core CPUs. I decided to put this theory to the test and took a screenshots of what the CPU and RAM usage looks like after running the demo at 1920 X 1200 in TRI SLI mode.




In all honesty, I don't see a big problem with CPU Optimization here. The Engine is utilizing all four cores evenly.

The RAM usage is actually quite surprising. It is utilizing only 2 Gigs of RAM, especially when my idle Vista RAM usage is around 1.3 Gigabytes.



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