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Feature
Shader Profile Performance Differences
in Splinter Cell: Chaos Theory
by John
Reynolds
Introduction
When
Ubisoft released the newest title in their Splinter Cell series
of stealth-action games earlier this year, there was a certain
amount of controversy surrounding the visual effects the game
supported. Or, perhaps more aptly put, the controversy was
based on the fact that Chaos Theory shipped with no support
for Shader Model 2.0, largely viewed by the online graphics
community as an inflection point for games coded to support
DX9-level technology since it is supported by both ATI and
NVIDIA hardware, whereas only the latter's chips currently
support SM3.0. The shader profiles found in the shipping game
supported SM1.1 and SM3.0, which left those owning graphics
boards based on ATI chips limited to the 1.1 profile and its
lack of additional features, such as parallax mapping and
high quality soft shadows. These visual effects were considered
to be artificially, and unfairly, limited to the SM3.0 profile,
and various message boards hummed with conspiracy theories
and rumors as to why Chaos Theory shipped in such a state.
Yet now with the recently released 1.04 patch for the game,
an additional shader profile for SM2.0 support has been added
to the game, available only for ATI hardware, and this article
will detail the shader profile performance differences using
an ATI Radeon X800 XT and a NVIDIA GeForce 6800 GT graphics
boards. Before digging into the benchmark results, however,
a brief overview of the shader profiles and features supported
in Chaos Theory would be appropriate.
Ubisoft has built the Splinter Cell
games over the last few years using various versions of the
Unreal Engine from Epic, though with additional graphics features
added by the developer to take advantage of more advanced
graphics cards. The 1.1 profile is obviously named after SM1.1,
which was included in DX8 years ago and gives the game compatibility
with both the large installed base of DX8 hardware found in
the form of discrete graphics cards on the market and with
Microsoft's Xbox console. This particular profile, however,
lacked some of the options that the 3.0-and now also 2.0-profile
has for the following features:
- high
dynamic range (HDR) rendering - when enabled with
NVIDIA hardware that supports HDR (such as the 6800 and
7800 product lines), this feature forces a higher level
of precision throughout the entire pipeline of the hardware,
with FP (floating point) render targets and FP blending
and filtering being used. When enabled with the ATI-specific
2.0 profile, we're not entirely sure what exactly HDR is
performing since no ATI hardware currently available supports
FP blending. And enabling HDR in either the 2.0 or 3.0 shader
profile disables all anti-aliasing support.
- tone
mapping - HDR results in color values beyond the
range of what can be produced by current display devices
(LCD or CRT), and this feature is a means by which to recalculate
those values so that they fall within a reproducible range.
- parallax
mapping - also known as offset mapping, this effect
is akin to bump mapping in that it gives a better 3D appearance
to a flat surface by adjusting texture coordinates relative
to each other based on the angle of the player's view.
- high
quality soft shadows - this option results in a filtering
of the edges of shadow maps to give shadows a softer, more
natural appearance.
While the two original profiles
result in essentially the same rendered output when the above
additional features are not enabled, there are some minor
differences between them, such as banding and/or blockiness
in the specular lighting with shader profile 1.1 that's very
readily noticeable on certain levels (such as the bank mission)
and regardless of the hardware installed (ATI or NVIDIA).
Fortunately for ATI card owners, this has now been fixed in
the new 2.0 profile.
Test Systems Setup
- ASUS
A8N SLI Deluxe (nForce4 chipset) motherboard
- 1
GB (2x512MB) Corsair DDR400 memory
- AMD
Athlon 64 FX-55 processor
- ATI
Radeon X800 XT graphics card (Catalyst 5.7)
- NVIDIA GeForce 6800 GT graphics
card (ForceWare 77.72)
The latest BIOS and chipset drivers
were installed on the test system, along with the newest driver
builds from both ATI and NVIDIA. In addition, all texture
filtering optimizations were disabled in the control panels
for both graphics boards and all testing was conducted without
anti-aliasing. Windows XP Professional was configured to have
Automatic Update, System Restore, and all unnecessary startup
services disabled. We would like to stress that the purpose
of this article is to examine the performance differences
between Chaos Theory's various shader profiles, not the differences
between the two graphics boards used.
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