![]() We've always recommended the basic version of Heaven for its ability to provide objective performance data between users for comparative purposes, not to mention its free-factor. Valley Benchmark ships in a few different variants, one of which is-yes, it's back-the "basic version," provided free for consumer benchmarking and performance testing. Regardless, it's all very impressive and we're excited to beat-up our graphics hardware with some new utilities. Just from watching the video, it looks like the new benchmark utilizes some intense tessellation techniques, impressive world detail / view distance scaling, real-time shadow rendering, and dynamic light rendering - I'm curios as to whether they plan to perform any real-time raytracing as well, despite the fact that modern hardware would struggle with it I'd imagine that the tool will use either HDAO or HBAO Ambient Occlusion appropriately, based on the user's GPU (HBAO is an nVidia proprietary standard, HDAO is AMD's take). Highly customizable reports in CSV format.Support for stereo 3D and multi-monitor configurations.The entire valley is free to be explored in interactive fly-by or hike-through modes.Procedural object placement of vegetation and rocks.64 000 000 square meters of extremely detailed, seamless terrain.Advanced visual technologies: dynamic sky, volumetric clouds, sun shafts, DOF, ambient occlusion.Multi-platform: Windows, Linux, Mac OS X.Per-frame GPU temperature and clock monitoring.Watch in 1080p for the best representation of quality, and keep in mind that YouTube has heavily compressed the data:Īnd here's what they've posted in their website features list: That said, Valley Benchmark offers an impressive featureset (from what we know so far) that closely resembles what is found in modern games, as demonstrated by the below video. Unigine Valley Benchmark Features & Settingsįirst, I'll note this: We will be following-up with Unigine for more specifics on its new Valley Benchmark, so if there's something you're specifically after and don't see listed here, chances are we will be talking about it in an impending article. That's where tools like Furmark (synthetic), Heaven (non-synthetic), and now Valley Benchmark (also non-synthetic) come into play. This isn't exactly easy and isn't realistic for consumer and enthusiast applications, though, not to mention the relative inability of modern games (especially console ports, like Skyrim) to test the rendering capacity of a card in future games. ![]() Because of this, review sites (including GN) will often write custom testing automation scripts to ensure consistency of data. The obvious obstacle to performing real-world video card comparison benchmarks is one of data consistency: Running around for 30 seconds in Skyrim could result in largely varied results between tests based upon a number of features (What procedural event just occurred? What enemies may have spawned? What weather events were triggered? What patch is the game on in Test A vs. As great as synthetic tools are for analysis, they don't provide us with an end-user look at a card's functional, useful capabilities real-world tests using video games is a fantastic option for translating computational power into real rendering functionality, but just playing a video game without instituting an underlying framework/testing methodology doesn't produce a reliable test. ![]()
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