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Feature: Shader Profile
Performance Differences
in Splinter Cell: Chaos Theory
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Benchmark
Scores
The benchmarking script used for testing
Chaos Theory can be found here
at the bottom of the linked page. The Lighthouse demo included
with the game was used for all benchmark tests, which allows
readers to perform comparison testing if they feel so inclined.
The batch files were edited to configure the various tests,
and all scores were obtained from the .xls file that the game's
timedemo code creates and writes to once each demo is completed.
The first benchmark tests were used
with the script configured to have the additional features
(HDR, tone and parallax mapping, and high quality soft shadows)
disabled in its batch file. The Radeon X800 XT was tested
using the 1.1 and 2.0 shader profiles and the GeForce 6800
GT using the 1.1 and 3.0 profiles; the new 2.0 profile added
by the 1.04 patch is, again, limited to ATI hardware only.

There's essentially no performance
difference between the 1.1 and 2.0 profiles with the X800
XT that would be discernible during actual gameplay, though
the latter profile lagged a few frames behind at each resolution.
This negligible performance hit is certainly worth the removal
of the banding and blockiness of the specular lighting that's
present with the 1.1 profile. The 6800 GT's performance variance
is, however, the opposite of what the X800 displayed, with
the higher shader profile resulting in faster benchmark scores;
this is most likely the result of the 3.0 profile's code path
being able to render the game with fewer passes, though the
difference lessens as the fill rate demands increase with
resolution changes.
The next set of tests was conducted
with HDR and tone mapping enabled, again using the 2.0 and
3.0 shader profiles. Anti-aliasing is disabled by both profiles
once HDR is enabled. These two selectable features are not
available under the 1.1 shader profile, so scores for the
ATI and NVIDIA boards are from the 2.0 and 3.0 profiles, respectively.

Without knowing exactly what enabling
HDR with the 2.0 profile is changing in the rendered output,
it's hard to reach any firm conclusions on the performance
numbers these tests produced. Nevertheless, while the 2.0
profile saw a strong performance drop it's not comparable
to the dip in framerate that the 3.0 HDR option results in
with the 6800 GT. Worth noting is that there's a significant
visual quality difference between the two higher shader profiles
with this setting, as seen below in the screenshots section
of the article. Whether or not the game is playable at 1600x1200
with these features enabled is up to the individual's tolerance
for low framerates.
The second set of tests was run with
parallax mapping and high quality soft shadows enabled.

These two features don't incur as
steep a performance hit as HDR and tone mapping, though the
2.0 profile still sees the delta go from 10% to roughly 15%
across the resolutions. The 3.0 profile sees a slightly worse
performance drop at the lower resolutions, but this delta
increases with the resolution until the difference is closer
to 20%.
The final group of testing was done
with all four additional features enabled.

As expected, these scores are the
lowest among all the sets of benchmark tests, with 1600x1200
most likely being unusable for the majority of players. And
as shown earlier, the 3.0 profile takes a much steeper frame
rate drop with HDR enabled than the 2.0 profile.
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