Test Setup

While Call of Duty and the impressive-looking Call of Duty 2 are our current WW2 games of choice, Day of Defeat is a great Half life 2 mod, and with the recent release of Day of Defeat: Source by Valve, it's looking even better. Just in case you didn't already know, Day of Defeat is a multiplayer-only mod of the original Half life game, which has been out for quite a while. As with Counter Strike, Valve updated the mod to run on the Half life 2 engine, keeping the gameplay intact, but adding new physics and graphical elements, resulting in a much higher quality game.

The gameplay of Day of Defeat is much like counterstrike; fast-paced, first-person shooter action, only set in WW2 instead of present day. There are currently only four maps available and they are generally all close-quarter and set in urban areas. With the maximum limit of 16 players on each team combined with the small maps, the action can get very intense, and because of the realism factor (as with Counterstrike), you'll find yourself dying very quickly after just a couple of hits if you aren't careful. Fortunately though, unlike Counterstrike, you won't have to wait until the end of the round to respawn, which keeps the action going.

After we managed to record a demo of the game, we ran some benchmarks to see of the achieved framerates between different cards with different HDR settings. There are basically 3 different HDR settings: all HDR effects enabled, bloom only enabled (when available), and none. We tested all three of these settings on a total of six cards: 3 ATI and 3 NVIDIA cards. For ATI's, we chose the X850 XT, the X800 XT, and the X800. The NVIDIA parts that we used were the 7800 GTX, 7800 GT, and the 6600 GT. All of the tests were run at a resolution of 1600x1200 with no AA or AF.

Now, let's take a look at the performance tests.

Valve’s HDR Source Implementation Day of Defeat Performance Tests
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  • route66 - Friday, September 30, 2005 - link

    There's something wrong with me because I liked Doom3
  • Griswold - Saturday, October 1, 2005 - link

    Nope theres nothing wrong with you. Doom3 was just as fun as HL2 to me - but in a different way. Matter of fact, D3 was the first game since the original Doom that actually had some scary moments for me. THAT is fun.

    I pity those who cant appreciate that, probably because they did not play Doom way back in the day when it was the non-plus-ultra.
  • bob661 - Friday, September 30, 2005 - link

    quote:

    There's something wrong with me because I liked Doom3
    You are not alone. :)
  • karioskasra - Friday, September 30, 2005 - link

    Like? I thought bloom looked like crap, but seriously what else is there to do? With PPU units coming and dual core drivers handling some of the GPU loads, I just hope they're not merely limited by direct x
  • StuckMojo - Friday, September 30, 2005 - link

    meh. to me, from the screenshots, it looks better without it.
    bloom alone really blows, the sand is all washed out.
    full hdr is nice, but you can tell the textures on the buildings weren't created with HDR in mind, they wash out quite a bit with HDR.
    I was reading about this in game developer, and IIRC, you have to modify your textures to really get a bang from HDR.
  • Frallan - Friday, September 30, 2005 - link

    Im one of the guys who are on the brink of getting that secong 6800gt how does a SLi setup work w. this?
  • Sunrise089 - Friday, September 30, 2005 - link

    I'm pretty unimpressed with this technology if this is all it will ever look like, not to mention, is this some great step forward from Doom 3's lighting effects, or is Valve just a year behind?

    As far as the coverage goes, I know you can only test so many graphics cards, but why the x800 xt and x850 xt, they are so similar in market and performance. I would have substituted an x800 xl or x800 pro for the x800 xt.
  • DerekWilson - Friday, September 30, 2005 - link

    though doom 3's shadowing is better, valve's hdr lighting is far beyond what doom 3 does.

    the real advantages can't be shown from a screenshot. it's moving between dark and light areas that really show off the capabilities of the engine. Blooms are nice and add a subtle effect to lights and reflections. But the adaptive exposure has the potential to change the way games are designed and played on a fundamental level. Stealth games would actually change the most with shadows and blooms helping to actually conceal enemies and players naturally.

    Even shining a flashlight in someone's face could be a gameplay aspect. In a dark room, a flashlight would effectively blind the target if used correctly.
  • Avalon - Friday, September 30, 2005 - link

    Is it just me, or was the resolution not stated for those benches?
  • Bullhonkie - Friday, September 30, 2005 - link

    quote:

    All of the tests were run at a resolution of 1600x1200 with no AA or AF.

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