AnálisesDestaque

Gigabyte GeForce GTS 450 OC


Hardware Utilizado

Motherboard: MSI P55A – Fuzion
Placa Gráfica: Gigabyte GeForce GTS 450 OC
CPU: Core i5 750
Disco Rígido: OCZ Vertex 120Gb
Memórias: G.Skill F3-16000CL9-6gbTD DDR3 2000
Fonte de alimentação: Gigabyte ODIN 1200Pro
Caixa: Gigabyte 3DMars
Cooler: Noctua NH-U12P

O máximo OC estável 24/7 que conseguimos foi:

Core:950 MHz
Memórias: 1125MHz
Shader: 1900MHz

BENCHMARKS

Jogos

AF & AA: Disabled by game’s cfg
FIRE: Very High
PHYSICS: Very High
REAL TREES: Very High
OVERALL QUALITY: Very High
VEGETATION: Very High
SHADING: Very High
TERRAIN: Very High
GEOMETRY: Very High
POST FX: High
TEXTURE: Very High
SHADOW: Very High
AMBIENT: High
HDR: Yes
BLOOM: Yes
FIXED TIME STEP: Yes
DISABLE ARTIFICIAL INTELLIGENCE: Yes
FULL SCREEN: Yes

Preset: Extreme
Renderer: Enhance full Dynamic lighting (DX11)
MSAA: 4x
MSAA for A-tested objects: Off
Enable Tesselation: Yes
Contact Hardening Shadows: Yes

Graphics detail level: high
Shadows enabled: yes
Particles enabled: yes
Wind: yes
Crowd enabled: yes
Tessellation: yes
Cloth enabled: yes
Triilinear: yes
Skidmarks enabled: yes
Dynamic_ambient occ enabled: yes
Night lighting volumes: yes
Shadows: yes
Physics Environmental Damage: yes

Binary: Windows 32bit Visual C++ 1500 Release May 26 2009
Operating system: Windows 7 64bit
CPU model: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
CPU flags: 2673MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
GPU model: ATI Radeon HD 5900 Series 8.01.01.984 1024Mb

SettingsRender: direct3d10.1
Mode: 4xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 4x
Occlusion: disabled
Reflection: enabled
Refraction: enabled
Volumetric: enabled

HardwareBinary: Windows 32bit Visual C++ 1500 Release Oct 22 2009
Operating system: Windows 7 64bit
CPU model: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
CPU flags: 2673MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
GPU model: ATI Radeon HD 5900 Series 8.01.01.984 1024Mb

SettingsRender: Direct3d11
Mode: 4xAA fullscreen
Shaders: high
Textures: high
Filter: trilinear
Anisotropy: 4x
Occlusion: enabled
Refraction: enabled
Volumetric: enabled

Texture Quality: Very High
Shadow Quality: High
Anistropic Filtering: 16
Screen Space Ambient Occlusion: yes
DX11 Tessellation: Enable
DX11 Advanced shadow sampling: Enable
DX11 Full Screen Anti-Aliasing Sample Count: 2xAA

Página anterior 1 2 3 4 5 6 7Página seguinte
Etiquetas

Artigos Relacionados

Back to top button
Close
Close