Windows Vista SP1 Gaming Performance

Written by Tim Smalley

March 25, 2008 | 14:54

Tags: #1 #changes #difference #down #evaluation #lower #one #pack #performance #reduction #review #service #slow #sp1 #speed #vista #windows

Companies: #test

BioShock

Publisher: 2K Games

BioShock was one of the best games to be released last year and is a ‘genetically enhanced’ first person shooter set in an underwater city called Rapture. The city was created at the bottom of the Atlantic Ocean by a man named Andrew Ryan as part of an ideological dream and is focused around a beautifully crafted 1930’s art-deco style.

2K Boston and 2K Australia have licensed and used Epic Games’ Unreal Engine 3 to great effect and have incorporated several DirectX 10 effects. These are all controlled via the ‘DirectX 10 Detail Surfaces’ option in the game’s graphics control panel.

As the game is based entirely under water, the developer has made great use of water shaders and, from what we have been told by 2K Games, there were two artists that worked only on making the water look truly stunning. The developers have used DirectX 10 to improve the water ripples when characters move through the water and there is massive use of pixel shaders to create wet-looking objects and surfaces.

Additionally, the DX10 version of the game uses the back depth buffer in order to create ‘soft’ particle effects; this is where the particle effects interact with their surroundings and overall look more realistic. There are other improvements to the game’s engine too – the developers have used DirectX 10’s DCF + texel offsets to improve shadow map filtering, which results in better-defined shadow edges.

As there is no in-built benchmarking utility, we have used FRAPS to record framerate over the course of three 90 second manual runthroughs in the Neptune's Bounty level. We averaged the three average frame rates recorded by FRAPS, but reported the median low framerate instead of the average in order to weed out the outliers.

We set the image quality slider to ‘high’, leaving global lighting and Vsync disabled. Anisotropic filtering was set to 16x in the game’s configuration files and, currently, Unreal Engine 3 does not support anti-aliasing under DirectX 10 mode. The game was patched to version 1.1.

Windows Vista SP1 Gaming Performance BioShock

ATI Radeon HD 3870 X2


BioShock - ATI Radeon HD 3870 X2

DirectX 10, High Detail

  • 1680x1050 0xAA 16xAF
  • 1920x1200 0xAA 16xAF
  • 2560x1600 0xAA 16xAF
    • 118.1
    • 25.0
    • 112.6
    • 47.0
    • 102.3
    • 19.0
    • 102.7
    • 38.0
    • 69.0
    • 18.0
    • 69.8
    • 30.0
0
25
50
75
100
125
Frames Per Second
  • Vista + Hotfixes (avg)
  • Vista + Hotfixes (min)
  • Vista + SP1 (avg)
  • Vista + SP1 (min)

Although there is a drop in average frame rate at 1680x1050, the increased minimum frame rate is significant enough to make up for what is essentially an unnoticeable drop in average frame rate. After all, we're talking about over 100 fps here and that's not going to make the blindest bit of difference - at the very least, we didn't notice the drop in performance and in fact it felt as if the game was much smoother because of the significantly higher minimum frame rate.

At higher resolutions, the average frame rate increased by a fraction, but again what really made the difference was the significantly higher minimum frame rates.

Nvidia GeForce 9800 GX2


BioShock - Nvidia GeForce 9800 GX2

DirectX 10, High Detail

  • 1680x1050 0xAA 16xAF
  • 1920x1200 0xAA 16xAF
  • 2560x1600 0xAA 16xAF
    • 112.3
    • 71.0
    • 114.1
    • 72.0
    • 102.4
    • 60.0
    • 105.4
    • 65.0
    • 86.9
    • 44.0
    • 87.8
    • 44.0
0
25
50
75
100
125
Frames Per Second
  • Vista + Hotfixes (avg)
  • Vista + Hotfixes (min)
  • Vista + SP1 (avg)
  • Vista + SP1 (min)

For the GeForce 9800 GX2, the difference wasn't quite profound, but there were still small increases in performance. That said, you'd be pushed to notice the increase.
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