Direct X8: Splintercell

By Darren E. Polkowski, published on February 14, 2005
Source: Tom's Guide US | Keywords: , ,

10. Direct X8: Splintercell

We like to use Splintercell because of the amount of resources the system must utilize in order to render the detail levels and complex shadows.

If all things were equal, this should make the disparity in the GPUs obvious. However, there is compensation from the faster CPU again. With the detail levels lower, you can see how the CPU helps push out an additional 3 to 7 frames per second.

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