Game Benchmark Results Continued
Metro: Last Light
“It Is the Year 2034. Beneath the ruins of post-apocalyptic Moscow, in the tunnels of the Metro, the remnants of mankind are besieged by deadly threats from outside – and within. Mutants stalk the catacombs beneath the desolate surface, and hunt a midst the poisoned skies above.”
Developed by 4A games and published by Deepsilver, Metro: Last Light uses the 4A game engine. At its highest settings, the 4A game engine is capable of bringing all but the most extreme gaming systems to their knees.
“Garrett, the Master Thief, steps out of the shadows into the City. In this treacherous place, where the Baron’s Watch spreads a rising tide of fear and oppression, his skills are the only things he can trust. Even the most cautious citizens and their best-guarded possessions are not safe from his reach.”
Thief was developed by Eidos-Montréal and published by SQUARE ENIX, Eidos Interactive. The newest game in our benchmark suite, Thief is also one of the most demanding and has the highest recommended system requirements. Those heavy requirements allow it to use the Unreal 3 game engine to great effect. It also features AMD’s Mantle API, as well as Microsoft’s common DirectX 11 API.
“Tomb Raider explores the intense and gritty origin story of Lara Croft and her ascent from a young woman to a hardened survivor. Armed only with raw instincts and the ability to push beyond the limits of human endurance, Lara must fight to unravel the dark history of a forgotten island to escape its relentless hold.”
Tomb Raider was developed by Crystal Dynamics and published by SQUARE ENIX, Eidos Interactive. It features a modified version of the Crystal game engine and was the first game to integrate AMD’s TressFX 2.0, which adds hair, fur and grass physics.
The Sapphire Tri-X Radeon R9 Fury ran quite warm. The large triple fan design allows for a profile that is less than aggressive side. I found no reason to adjust the fan profile further, as long as the card was at stock clocks.
Noise is a very subjective thing. While measuring dB level of noise can tell you how loud something is, it does not tell you the quality of the noise. Human hearing is the most sensitive in the 4000Hz range. This is roughly the same pitch as a crying newborn baby or the old adage, nails on a chalkboard. The human brain is wired to react to this frequency range and when we are unable to stop the noise, we become agitated.
For this test, the best case scenario is absolute silence. For the worst case scenario, I use the most annoying sounding and loudest video card I have at my disposal, the Nvidia 7600GT. The Sapphire Tri-X Radeon R9 Fury was almost silent most of the time. Even under full load, I rarely noticed any fan noise or coil whine coming from the card.
As the Radeon R9 Fury has the core voltage locked, I decided to use AMD’s own Catalyst overclocking utility for the sake of simplicity. I adjusted the power limit to +50. I tweaked the core speed first and then moved onto the memory speed. After much fine tuning, we ended up the 1090Mhz on the core and 560MHz (1120MHz) on the memory. This was an increase of 9% for the core and 12% on the memory. On an average, we saw an increase of around 6% percent increase in frame rates in our suite of benchmarks.
The Conclusion and Final Thoughts are next.