“Quad Core vs Dual Core” Shootout: Intel’s Q9550s vs. E8600, Part Two
This is the first time we are running Prologue: S.T.A.L.K.E.R., Clear Sky. The original Shadows of Chernobyl was our benchmark. Our “Shootout Series” aim is to present the latest games and DX10 benchmarks, whenever possible. So when GSC Game World released a prequel story expansion last year as Clear Sky, it naturally become a brand new DX10 benchmark for us. Both games have a non-linear storyline and they feature role-playing gameplay elements such as trading and allying with NPC factions. In both games the player assumes the identity of a S.T.A.L.K.E.R.; an illegal artifact scavenger in “The Zone” which encompasses roughly 30 square kilometers. It is the location of an alternate reality story surrounding the Chernobyl Power Plant after another (fictitious) explosion.
S.T.A.L.K.E.R. & Clear Sky feature “a living breathing world” with highly developed NPC creature AI. S.T.A.L.K.E.R., Clear Sky uses the X-ray Engine – a DirectX8.1/9/DX10/10.1 Shader model 3.0 & 4.0 graphics engine featuring HDR, parallax and normal mapping, soft shadows, motion blur, weather effects and day-to-night cycles. As with other engines using deferred shading, the original DX9c X-ray Engine does not support anti-aliasing with dynamic lighting enabled. However, the DX10 version does. We set all the graphical options – including anti-ailising – to their maximum values.
Our new 12 minute, stand-alone “official” benchmark by Clear Sky’s creators is far much more detailed and way better than the one we were using previously. As an expansion to the original game, Clear Sky is top-notch and worthy to be S.T.A.L.K.E.R’s successor with even more awesome DX10 effects which help to create and enhance their game’s incredible atmosphere. But DX10 comes with a steep HW requirement and this new benchmark really needs multi-GPU to run at its maximum settings – even below 1650×1080! We pick two of the most stressful tests out of the four that are run and detailed by the official benchmark. “Day” is the first, “night” and “rain” are less demanding but “sun shafts” approximating a bright sunny morning probably brings the heaviest penalty due to its extreme use of shaders to create DX10 and even DX10.1 effects. We ran both cards fully maxed out in DX10.0 with “ultra” settings but did not apply edge detect MSAA which kills performance even further.
S.T.A.L.K.E.R., Clear Sky DX10 benchmark “Day” at 1920×1200:
S.T.A.L.K.E.R., Clear Sky DX10 benchmark “Sun shafts” at 1920×1200:
S.T.A.L.K.E.R., Clear Sky DX10 benchmark “Day” at 1650×1080
S.T.A.L.K.E.R., Clear Sky DX10 benchmark “Sun shafts” at 1650×1080
Another surprise … an engine that takes advantage of multi-core CPU does not give a big practical advantage over Core 2 Duo; in fact E8600 at 4.25 Ghz scores about the same as its 3.99 Ghz Core 2 Quad counterpart except in a couple of instances where they trade blows and Q9550S wins. We do see CPU scaling clearly, however.
GTAIV and L4D would have been good games to add to this suite. Looks like there still isn’t a huge difference in dual vs. quad as long as you have enough speed, even in games that are multithreaded, although I think you’ll see bigger differences when you move to your Xfire tests.
Thanks for the comments. L4D is Source Engine and will scale just like HL2 which I will test next. It takes quite a bit of time to create reliable custom timedemos. Look for CoD4 to be added in the CrossFire tests which will be in a more detailed review in a couple of weeks.
In the meantime, I have a nice comparison of Phenom II vs. Athlon X2-6000+ – both with SLI’d GTX280s; probably next weekend. I will present an extreme example of CPU scaling – in some extreme cases, the frame rates doubled with the faster CPU.
Ah, I thought L4D was multi-threaded unlike a lot of Source games, but I could be mistaken.
And I’m looking forward to your AMD shootout, because I essentially have an Athlon 6000+ and I feel I’m CPU-limited in a few games, specifically TF2.
It is true that the newer Source games are enhanced and more demanding than the earlier ones. Multi-threading is probably improved. I probably will pick L4D up as a benchmark, although Source is really not one of the more demanding engines.
Here is the Source Engine Wiki:
http://developer.valvesoftware.com/wiki/Source_Engine_Features
“Multi-core. Source engine games utilize multi-core processors in both the PC and XBox 360 to deliver high-performance gaming experiences.”
The benchmarking is complete on the AMD shootout and I believe you will find the results moving from 6000+ to Phenom II much more extreme than in this current one.
We start out with a 6000+ in an AM2 board – nforce 590 based (Abit AN932x SLI); then we upgraded the board to an AM2+ ASUS Crosshair Formula II board (nforce 780A based), for Phenom II. Benchmarks were run on the performance difference from nforce 590 to 780a with the 6000+. Then with Phenom II. Everything else in the system stayed the same with SLI’d GTX280s. Of course, the OS was reinstalled but stayed as Vista64 throughout the benching.
The source engine shows very little benefit from multi-core. The touted improvements Valve promised (scaling to n-cores) have only been demonstrated in their map building tools, but not in actual games.
It’s also capped at ~300 FPS, so it skews maximum framerates above that.
Nice, makes me feel fine with a dual core still. I had thought that by now quad cores would be implemented better, guess that isn’t the case.
Thanks for the info. I’m just speaking from experience with the Source engine. When I enable multicore support in TF2 (using mat_queue_mode), my framerates (subjectively speaking) jump up by at least 50%. In some spots on maps, my framerate will drop below 30 without mat_queue_mode set to 2, but with it my framerate usually stays above 40. The bad part is that the game likes to crash itself and my system.
Also L4D, even during heavy action, runs (and looks, IMO) much better than TF2, although I haven’t done any testing with the game’s setting itself.