Wednesday, March 24th 2010

Unigine Releases Version 2 of Heaven Benchmark

Barely a week ahead of NVIDIA's launch of DirectX 11 compliant graphics cards, Unigine released version 2 of its Heaven benchmark. Unigine Heaven is a multi API 3D performance benchmark which supports DirectX 9, 10, 11, and OpenGL, but is popular for its DirectX 11 mode which demonstrates the API's hardware tessellation capabilities using tessellation-intensive scenes. Version 2 expands on the original with even more geometry-heavy tests, even more objects, more dynamic lights, and physics-driven flags, along with the original's complete use of hardware tessellation features, advanced screen-space ambient occlusion (SSAO), dynamic sky and daytime lighting, and interactive modes. The new version also lets you set the degree of tessellation using "extreme" and "moderate" modes. The application is available free of charge.

DOWNLOAD: Unigine Heaven 2.0
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39 Comments on Unigine Releases Version 2 of Heaven Benchmark

#26
EastCoasthandle
Because nv already used 1.1 to demonstrate their video card that really doesn't stop them from asking reviewers to use it as well. Sure a reviewer can say whatever they want as to what version they are using but ultimately because 2 different version exist now it shouldn't be used in reviews. And, more then likely ignored by those in the know from those that do use it. So the question remains; Is 2.0 a subset of 1.1 (or just 1.1 with some additions)? Hopefully that question can be answered by them.
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#27
Easo
It definetily runs better for me, strange, but nice i guess. Of course, i cant run on DX11. QQ
Posted on Reply
#28
Makaveli
btarunrOfcourse it does? Because games include tessellation, and that's part of the DirectX 11 feature set. The latest AVP game already Rarely uses tessellation, so do many upcoming DirectX 11 games. So if a GPU is good at tessellation, it will positively impact on frame rates.
Fixed that for you :)
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#29
btarunr
Editor & Senior Moderator
Models are tessellated, so are some environments. So it more than often uses tessellation.
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#30
Makaveli
From what i've seen the only model to get it is the alien model have you seen any proof that the environments also get it?
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#32
btarunr
Editor & Senior Moderator
MakaveliFrom what i've seen the only model to get it is the alien model have you seen any proof that the environments also get it?
You can see how tessellation was also used on environments: www.youtube.com/watch?v=dVo_5VCWIzM
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#34
Zubasa
Makavelilol look at the comments on this link.

I cannot really see any difference in this video!
They really need to make a 1080P vid or something, it is either too small in frame mode or all messed up in Full Screen :shadedshu
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#35
EastCoasthandle
Makavelilol look at the comments on this link.

I cannot really see any difference in this video!
Because their is a misconception of tessellation in general. The idea behind it in DX11 is to subdivided surfaces into many smaller triangles to make the surfaces appear smoother. It's a very subtitle effect visually. It is also suppose to fill those surfaces providing no overlaps or gaps.

Now what's interesting is that if you subdivide those surfaces by a factor of x to create a specific GPU load would the differences in IQ become moot. As the IQ normally does not change much (if at all) from the original tessellation appearance. Although one can distort the original image. And, it's just creating a unnecessary GPU load. Tessellated objects in PC games should be used moderately when needed.
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#36
ArmoredCavalry
Somone really needs to make a game in this setting. I love these type of graphics.

Switchball, Anno 1404, Settlers 7. When games aim not for photo-realism, but for a very clean, sorta-cartoon, look.
Posted on Reply
#37
kilik
Reminds me of the game "Skies of Arcadia" for Dreamcast and Gamecube.
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