Sometimes setbacks happen. I had been planning an article on top to bottom graphics hardware performance in Far Cry 2 for this week. This was already pushing it with a platform change, and it just got to be too much to get it all finished in time. In time for what? Well, in this case it was the fact that AMD just released a new hotfix driver for Far Cry 2 that fixes a couple rendering issues the original hotfix had. It wouldn't do to publish an article with numbers from an old driver, so here we are retesting things.

But that's no reason to disappoint our readers. Far Cry 2 is a decent looking game that many have been interested in for a while. I haven't really played the game much (just doing testing) so I can't comment on the goodness of the game. But I can comment on the complete awesomeness of the benchmark tool it comes with.

The Far Cry 2 benchmark tool owns all other built in benchmark tools around. So far there are only two issues we have with it. We want it to be able to take screenshots at a specific frame or at specific intervals, and we want it to be just a little more stable. The former issue is of less importance than the latter, as there are other ways to take screenshots. But stability is the only thing that really stands in the way of some incredible analysis. If running more than 5 to 10 different test cases, we've found the tool to be likely not to complete. If individual runs fail, we'd still like to see the benchmark continue, but unfortunately it just stops.

This is a big issue when performing 60 runs. That's right, 2 DX versions, 2 AA settings (off and 4x), 3 quality settings, and 5 resolutions. It's a data collectors dream come true. Not only do they keep CSV files with frame data for all frames from each of the 3 loops we are running per test, but they build a nice html file with all the data for easy access and even display a graph of instantaneous framerate per frame. Even though I haven't had the chance to re-run our AMD numbers, here's a sample of what we're looking at:

Comparing this to the DX9 and to the Radeon HD 4870 in both DX9 and DX10 will be quite informative. As we can see, even at the maximum possible settings, we still get playable framerates. This is really a testament to the engine, as Ubisoft were able to do some great things with the visuals while still providing excellent playability across the board.

Under DX10, High and Very High quality settings don't differ in performance nearly as much as Ultra. In fact, you can get Very High quality with 4xAA for about the price of Ultra quality in most cases with this test under the GTX 280. Performance with 4xAA tends to drop off faster as resolution increases than without regardless of quality mode. This makes sense because as resolution increases the added memory needs for 4xAA increase as well. I'll get in to more analysis of the data when we get the numbers for the article done.

The benchmark tool offers lots of other cool features beyond just running billions of tests in an automated way. For instance, we can run fixed time length demos in which the camera travels a path and frames are rendered as fast as possible -- like the game is played. These are similar to FRAPS tests, but the data that's collected is much more repeatable because the camera path is fixed. We can also run a fixed number of frames timedemo. A timedemo is useful because it renders the exact same set of frames each time as fast as possible. This way, we have a more consistent work load and know what's going on better. Of course, this stresses different things. Each type of test has it's use, and buidling in this kind of flexibility is incredible.

We commend Ubisoft for creating such an AMAZING benchmarking tool. I hate SecureROM because dealing with activations is tough when we build and/or reinstall new systems all the time and our hardware is always changing. But the benchmark tool almost makes up for it. Almost. Every other game developer needs to copy this tool immediately and put it in every game.

Anyway, I'm off to bed for now. I'll be testing this more tomorrow with the latest drivers and will get this wrapped up some time early next week most likely. I'm hoping to have some neat surprises in here that are made possible by the flexibility of the benchmark tool. But no promises ;-)

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  • marsbound2024 - Thursday, October 30, 2008 - link

    Graphically, does it compare with CoD4 or does it fall a bit short of that? Also, going to bed at perhaps 9:00-9:30PM EST? I am guessing you are living in the Eastern Time Zone, though I am just assuming. If it is central that'd make it 8-8:30. Seems a bit early for night owls such as myself. :)
  • DerekWilson - Thursday, October 30, 2008 - link

    it's ... sort of different than cod4 ... i'd say that the visuals are on par, but good for different reasons. if that makes sense.

    i posted this at 12:00:01 am EDT btw, not 9 :-)

    it might not have made it to the front page til later, but it was up in our blog section before then.
  • marsbound2024 - Thursday, October 30, 2008 - link

    Heh, I just assumed that it was an instantaneous appearance on the website when you post an article. To me, the article just appeared like, almost an hour ago (but then of course it just appeared on the front page, as you've said). I suppose there is some sort of delay (perhaps for the editor to take a gander?).

    Anyways, I think I can understand what you're referring to when you say the visuals are on par, but they aren't the same. I am sure the games use a different engine and so the way they are rendered is different. Besides, the atmosphere of the game is expectedly different than CoD4.

    Look forward to more blogs--and hey maybe game devs will take note and start including better bench utilities in their games.
  • Regs - Friday, October 31, 2008 - link

    Particle and volumetric visuals on COD4 are more intense, and the shaders are a little more detailed especially for characters on COD4. FC2 looks a little more waxy on the surface compared to COD4 because of less use of shaders. My guess is because the game is based off the intended use of console hardware.
  • Boushh - Saturday, January 2, 2021 - link

    Always fun to run an old Benchmark on modern hardware:

    Intel i5 9600KF
    16 GB DDR4 at 3200 Mhz
    GeForce RTX 27070 Super
    Windows 10

    Results (2560x1440, DX10 Ultra High settings):

    Average: 257 fps
    Maximum: 387 fps
    Minimum: 177 fps

    The GTX 280 in the article does 30 fps on 2560x1600. If that is the maximum fps, then the modern setup is almost 13 times as fast !!!
  • Boushh - Saturday, January 2, 2021 - link

    That should be '2070 Super' and not '27070 Super' !

    I also ran the same Benchmark on an older Windows XP system (Core 2 Duo E7600, 4 GB DDR2 at 800 Mhz and a GeForce GTX 760), same settings (2560x1440 and Ultra) but in DX9 and it maxed out at about 63 fps. But dipped as low as 25 fps.

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