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Updated:03:14 PM EST Nov 23


this is ggmania.com subsite UE3 Performance With Rainbow Six: Vegas - TechAmok

UE3 Performance With Rainbow Six: Vegas - [gaming]
07:51 AM EST - Dec,18 2006 - post a comment

The 7600 GS takes the end but the 7950GX2 isn't too far away due to it being crippled by no SLI.
Rainbow Six: Vegas is one of the first PC games to use the brand new Unreal 3 engine. HDR, per-pixel lighting, and a highly improved facial animation system are a few of the changes UE3 has brought with it. Wondering how your PC will handle this game? The chaps over at AMD Zone have posted some benchmarks with video cards ranging from the NVIDIA 7600 to a new 8800 GTX. The test rig was equipped with a AMD Athlon FX 62, DFI LP UT NF590 SLI and Corsair XMS 2GB. Here's an excerpt:
The more one digs into Vegas, the more clear it becomes that the game has not been built to take fully advantage of the PC platform but is more of an Xbox 360 port. There are very few options to choose from overall and while there is a .cfg file in the directory, in fact possibly too many, without the proper commands it was near impossible to enable or disable features. The most glaring of which is the fact that there is no anti-aliasing in the video menu at all. That's right, you can't even tweak that and what you can is very limited. It is quite disappointing so as such we went with high on all settings and disabled hardware mapping because we chose to test a wide variety of cards. Something else we quickly learned is that SLI and Crossfire support are not enabled in the game. Perhaps this and other features will be addressed in a later patch but it is disheartening to see that Ubisoft is paying less attention to the PC platform with both this and the recent Double Agent game and there are also reports of numerous bugs and crashes within the game, conflicts with the 8800 cards, and much more.

Again we ran FRAPS and took an average of three scores. Not only did we do that, but we completely restarted our demo sequence if something wasn't nearly matched up with our benchmark run. As we were soon to learn, even some minor changes influenced the fps greatly. In fact we are going to go the extra mile here and post a FRAPS recorded video of us running through our sequence so you can try and re-create it. Feel free to get the 50MB file over at MegaUpload. Again, all settings are set to maximum of the few that are there except hardware mapping which is turned off for our more powerful CPU.

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