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DiRT: Showdown

Racing to the front of our benchmark suite is our racing benchmark, DiRT: Showdown. DiRT: Showdown is based on the latest iteration of Codemasters’ EGO engine, which has continually evolved over the years to add more advanced rendering features. It was one of the first games to implement tessellation, and also one of the first games to implement a DirectCompute based forward-rendering compatible lighting system. At the same time as Codemasters is by far the most prevalent PC racing developers, it’s also a good proxy for some of the other racing games on the market like F1 and GRID.

DiRT: Showdown - 1920x1080 - Ultra Quality + 4x MSAA + Adv. Lighting

DiRT: Showdown - 1920x1080 - Ultra Quality + 4xMSAA

DiRT: Showdown - 1920x1080 - Ultra Quality

The Test Total War: Shogun 2
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  • ThomasS31 - Friday, March 22, 2013 - link

    I dont think this is the Sea Island generation yet... Reply
  • Ryan Smith - Friday, March 22, 2013 - link

    This is Sea Islands. Oland and Bonaire are both part of the Sea Island family. Reply
  • CeriseCogburn - Sunday, March 24, 2013 - link

    Bonaire sounds (like Bel Air) all stuffy and prim and proper - too bad amd fanboys aren't classy.

    At least it's not pitcairn, the in the pit card.
    Reply
  • KnightRAF - Monday, March 25, 2013 - link

    Congratulations Cerise, between this article and the HTC One article you have succeeded in injecting so much pointless crap that it is no longer worth the effort to sift your crap out to read the actual comments on the article. Reply
  • extide - Friday, March 22, 2013 - link

    PLEASE!!! Add folding@home benchmarks to your tests, please please!!

    Thank You!
    Reply
  • JarredWalton - Friday, March 22, 2013 - link

    Might want to read a little better before posting:
    http://www.anandtech.com/show/6837/14
    Reply
  • extide - Tuesday, March 26, 2013 - link

    Sorry, doh, I feel dumb. I quickly scanned the compute page and didn't see it. Thank you VERY MUCH for including these!! Reply
  • MrSpadge - Friday, March 22, 2013 - link

    It's good to see clock & voltage states become more fine-grained and their choice smarter. Ultimately how I'd like a GPU to work: set targets and limits for power use, temperature and noise.. and then crank it up as far as it goes. Vary chips by different amounts of execution units, not frequencies.

    This includes simple user settings for lowering power consumption (call it the "green mode" of whatever), if people want to, which would automatically choose lower voltages to increase efficiency.

    And of course something similar to nVidias frame rate target: if performance if fine now, save power. And save some thermal headroom in case it's needed soon. Make smart use of the power budget. It's nice to see AMD making some progress!
    Reply
  • Termie - Friday, March 22, 2013 - link

    Ryan, just FYI, you're using Catalyst 13.2 beta 7 with the other cards, not Catalyst 13.7 betas as indicated in the text on "The Test" page. Reply
  • Ryan Smith - Friday, March 22, 2013 - link

    Whoops. Thanks. Reply

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