Lost Planet: Extreme Condition

Lost Planet: Extreme Condition is a port of an Xbox 360 game. Well, to be honest, it's almost as if they just tacked on support for a keyboard and mouse and recompiled it for Windows on x86 hardware. While we haven't done a full review of the game, only playing through the intro and first mission, our initial assessment is that this is absolutely the worst console port ever.

Unless you have an Xbox 360 controller for your PC, the game is almost unplayable. The menus are clunky and difficult to navigate. Moving in and out of different sections of the main menu requires combinations of left and right clicking, which is patently absurd. If during gameplay you wish to change resolutions, you must click the mouse no less than a dozen times. This does not include the need to navigate menus through hovering (who does that?) and the click required to grab the scroll bar in the settings menu.

The console shooter has always had to work hard to compete with the PC. Halo and Halo 2 did quite a good job of stepping up to the plate, and Gears of War really hit one out of the park. But simply porting a mediocre console shooter to the PC does not a great game make.

That said, if you can get past the clunky controls and stunted interface, the visuals in this game are quite stunning. It can also actually be fun and satisfying to shoot up a bunch of Akrid. Our first impression is that a good game could be buried underneath all of the problems inherent in the PC port of Lost Planet, but we'll have to take a closer look to draw a final conclusion on this one.

For now, the important information to take away is what we get from the DirectX 10 version of the game. While we haven't found an explicit list of the differences, our understanding is that the features are generally the same. Under DirectX 10, gamers can choose a "high" shadow quality option while DX9 is limited to "medium". Other than this, it seems lighting is slightly different (though not really better) under DX10. From what we've seen reported, Capcom's goal with DX10 on Lost Planet is to increase performance over their DX9 version.


Lost Planet DirectX 9



Lost Planet DirectX 10


In order to make as straightforward a comparison as possible, we used the same settings under DX9 and DX10 (meaning everything on high except for shadow quality).

DirectX 9 Tests

Lost Planet


Lost Planet DX9 Performance


Lost Planet


Lost Planet 4xAA DX9 Performance


While it's difficult not to feel like a broken record, we need to disable quite a few settings to get our low-end cards playable. In this case, even under DX9 without AA enabled they don't perform well. We are planning on testing the 8500 and 8400 in the near future and we'll be sure and go back to see if we can run DX10 tests at low enough settings to get interesting results for these budget and mainstream parts.

Also, once again, the 2900 XT performs well under DX9, but slips a little behind with 4xAA due to it's lack of MSAA resolve hardware.


DirectX 10 Tests

Lost Planet


Lost Planet DX10 Performance


Lost Planet


Lost Planet 4xAA DX10 Performance


Incredibly, NVIDIA's 162 drivers combined with the retail version of Lost Planet actually deliver roughly equivalent performance on DX9 and DX10. While Capcom's goal is higher performance under DX10, we would still expect that AMD and NVIDIA both have a long way to go in bringing their DX10 drivers up to parity with the quality of their DX9 drivers.

Company of Heroes DirectX 9 vs. DirectX 10
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  • titan7 - Wednesday, July 11, 2007 - link

    CoH also got 59.9fps on the GTX Ultra. Today's d3d10 games can run at full frame rates on today's hardware. Just ensure you're using the latest drivers and you have the most expensive card money can buy ;)
  • BigDDesign - Thursday, July 5, 2007 - link

    I'm with Derek here. I liked your article. We need much more powerful hardware and time for DX10, Drivers, Developers & Vista to get it together. A couple of years from now, all should be good with DX10. Not any sooner methinks.
  • WaltC - Thursday, July 5, 2007 - link

    This article, I thought, was extremely poor for several reasons:

    (1) DX10 in terms of developer support presently is just about exactly where DX9 was when Microsoft first released it. At the time, people were swearing up & down that DX8.1 was "great" and wondering what all of the fuss about DX9 really meant. Then we saw the protracted "shader model wars" in which nVidia kept defending pre-SM2.0 modes while ATi's 9700 Pro pushed nVidia all the way back to the drawing boards, as its SM2.0 support, specific to DX9, created both image quality and performance that it took nVidia a couple of years to catch.

    AnandTech did indeed mention almost in passing that DX10 was still early yet, and that much would undoubtedly improve dramatically in the coming months, but I think that unfortunately AT created the impression that DX10 and DX9 were exactly *alike* except for the fact that DX10 framerates were about half as fast on average as DX9 framerates. A cardinal sin of omission, no doubt about it, because...

    (2) DX10 is primarily if not exclusively about improvements in Image Quality. It is *not* about maintaining DX9-levels of IQ while outperforming DX9. It is about creating DX10 levels of Image Quality--period. AnandTech does not seem to understand this at all.

    (3)First lesson in Image Quality analysis that even newbies can readily understand is this: if the performance is not where you want it, but the IQ is where you want it, then you do the following to improve performance *without* sacrificing Image Quality (This is a lesson that AnandTech truly seems to have completely forgotten):

    Instead of talking about how sorry the performance was in DX10 titles (those very few early attempts that AT looked at), AT should have seen what AT could have done to increase performance while maintaining DX10-levels of Image Quality. That is, AT should have *lowered* test resolutions and raised the level of FSAA employed to get the best balance of Image quality and performance. AnandTech did not even try to do this--which in my view is inexcusable and fairly unforgivable. It is a very bad mistake. I'm sorry--but many, many people, including me, do not use 1280x1024 *exclusively* while playing 3d games. My DX9 resolution of choice is 1152x864, for instance.

    The point to be made about DX10 is *not* frame rates locked in at 1280x1024. Sorry AT--you really screwed the pooch on this one. The whole point of DX10 is *better image quality* which everyone who ever graduated from the 3d-school-of-hard-knocks is *supposed* to know!

    So, just what does a bunch of *bar charts* detailing absolutely nothing except frame rates tell us about DX10? Not much, if anything at all. Gee, it does tell us that with the reduced image quality that DX9 is capable of providing contrasted with DX10, that DX9 runs faster in terms of frames per second on DX10 hardware! Gosh, who might ever have guessed....<sarcasm>

    IMO, the fact that DX10 software even early on is running slower than DX9 on DX10-compliant hardware tells *me* nothing except that DX10 is demanding a lot more work out of the hardware than DX9, which means that we can expect the Image Quality of DX10 to be much better than DX9. These early games that AT tested with are merely the tip of the iceburg of what is to come. AnandTech really blew this one.
  • Jeff7181 - Tuesday, September 11, 2007 - link

    "DX10 is *not* frame rates locked in at 1280x1024"

    Too bad you didn't say this earlier in your rant, I could have saved myself a few minutes and stopped reading sooner.

    Thanks for the laugh though... imagine... someone who thinks 1280x1024 is a frame rate telling AnandTech they screwed the pooch when publishing this article. LOL
  • titan7 - Thursday, July 12, 2007 - link

    This article was awesome. Too bad reality doesn't match your expectations or you'd like it too.

    1) You have no idea what the "shader war" was about. There isn't even a single parallel to be drawn if you *correctly* look back.

    2) d3d10 is nothing about image quality. No hardware on the market or rumoured to be coming out next generation can handle running a full length SM2.0b shaders! And forget about even 3.0! Or even 2.0a that the GeForceFX supported for that matter. d3d10 is about one thing-making d3d on the PC more like a console. That means lower CPU (not GPU!) overhead (more performance in CPU limited situations) and making lives easier for developers.

    3) AT has CoH at 1024x768, 1280x1024, 1600x1200, and 1920x1200 (common native LCD resolutions). These days everybody has bigger monitors and playing below 1024x768 is pretty rare. You can extrapolate your 1152x864 resolution from that.

    What this shows us is if you increase the image quality (see the screen shots) today's cards don't have enough power to run at full frame rate, with the exception of the 8800 GTX Ultra. AT did a great job showing the world that with simple bar graphs and everything. It's too bad you were too angry to realize that is all it was trying to show.
  • strikeback03 - Friday, July 6, 2007 - link

    umm, they tested Company of Heroes and Call of Juarez at 1024x768, and Lost Planet at 800x600, and some of the cheaper cards could still not maintain playable frame rates. How low on the resolution do you want them to go?
  • jay401 - Friday, July 6, 2007 - link

    I'm not sure how raising FSAA is going to improve performance?
    Nor how removing DX10 visuals but lowering screen res will "maintain DX10 level of visuals" either?
  • anandtech02148 - Thursday, July 5, 2007 - link

    Excellent sincere analysis of the current hardwares situation. Which lead me to some after thoughts,

    - Maybe a 600buxs PS3 isn't so bad after all.

    -What am i going to do with this 8800gtx and the lack of pc games, quite dry season compare to consoles.

    -For those of you who hold out longer than I have, a 8800gts or 2900xt is a decent investment if you have a 1920x1200 monitor to go with it.
  • kilkennycat - Thursday, July 5, 2007 - link

    ... if you presently have a DX9 system with acceptable performance. Until the NEXT generation of DX10 hardware is released.

    Anybody who goes out and buys a current Dx10 card ( or even worse, dual cards ) just because "the Dx10 games are coming" ( and "I want bragging-rights") has a lot more money than sense. Buying a 8600 or 2600 for acceptable HD-decoding in your HTPC (or your mid-range PC with a weak CPU) is the only purchasing action with the current Dx10 offerings that makes total sense. All of the upcoming Dx10-capable game-titles for 2007 will have excellent Dx9/SM3 graphics. The lack of Dx10 hardware will smother "bragging-rights" but will have zero effect on playability.

    nVidia has been developing the successor family to the G80-series GPU for almost a year now and the first graphics cards from this new generation are expected by the end of 2007. I would not be at all surprised if the first card out of the chute in the new family will immediately fill the cost-space between 8600GTX and 8800GTS, but with DX9 and Dx10 performance far superior to the 8800GTS. No doubt the GPU will also be 65nm, since the manufacturing/yield cost of the huge 80nm G80 die is the immovable stumbling-block to dropping the price of the 8800GTS.
  • KeithTalent - Thursday, July 5, 2007 - link

    That's fine if you game at resolutions below 1680x1050, but some of us game at higher resolutions, and most high-end DX9 cards were struggling mightily to play the latest DX9 games (Oblivion, Supreme Commander, STALKER, etc...).

    These new generation cards are not only about DX10, they are also about improved performance (exponentially improved performance actually) over that last generation, and some of us actually need that power.

    What you said is all well and good for you if you are still gaming at 800x600 or whatever, but I like my resolution a little higher thank you very much.

    KT

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