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Παρασκευή 17 Σεπτεμβρίου 2010

R.U.S.E Performance Analysis

R.U.S.E is the latest strategy game of Ubisoft. Instead of relying in the old-school gameplay mechanics, R.U.S.E follows the path of World In Conflict. This means that you won't be gathering resources and building carefully your base. Instead, you will be thrown right away to the action.

Ubisoft developed a new game engine for R.U.S.E and we have to say that we were quite impressed with it. It is multi-threaded, although it doesn't tax the CPU as you can see bellow. To try and simulate the situation with a dualcore CPU, we disabled two cores and performance was almost the same. R.U.S.E doesn't need a high-end CPU to be enjoyed.

On the other hand, the game is pretty hard on the GPU. Nvidia has an SLI profile for this game and our GTX295 was used to the fullest. We are talking about 98% GPU usage at 1600x1200 with insane details. There were some places where the framerate dove to 40fps, but the average framerate was around 54fps.



Graphics wise, the game is a mix of WiC and Supreme Commander. We have huge levels with variations of the terrain. As in Supreme Commander, you can zoom out to see the entire map (table in this case) and can give orders more easily. Still, the controls are kind of weird, so you'll have to get used to them for a while. Furthermore, like in WiC there is a lot of action and scripted sequences on-screen. The units are nicely detailed, although the textures of both the terrain and the units when you've zoomed in are not as high resolution as we have hoped so. Shading and shadowing effects are great, but the game lacks the amazing environmental interactivity and particles effects of WiC.

In case you are wondering, there is also a demo of the game. You can download it from here to take a first look at it and to find out if your PC can handle it.



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