Page 8 - Splinter Cell
Splinter CellMaking a believable world for a spy to play in is quite a daunting task, but the levels are varied, filled with appropriate objects, and designed so that you usually dont have to choose between too many paths. It wouldve been great if you couldve had several points of entrance and that way get a lot more replay-value. Sam and the rest of the characters do look terrific, with high polygon models and both crisp and appropriate looking textures. What really separates Splinter Cell from most recent action games is the use of shadows. Splinter Cell uses the Unreal engine, which weve seen in several great looking games the past months, but UbiSoft also added improved lighting. By using real-time cast shadows, lightmaps, etc, this title gives you some of the best looking shadows to date.
In response to the growing use of sophisticated digital encryption to conceal potential threats to the national security of the United States, the NSA (National Security Agency) has ushered forth a new dawn of intelligence-gathering techniques. This top-secret initiative is dubbed Third Echelon. Denied to exist by the U.S. government, Third Echelon deploys elite intelligence-gathering units consisting of a lone field operative supported by a remote team. Like a sliver of glass, a Splinter Cell is small, sharp, and nearly invisible.
You have the right to spy, steal, destroy and assassinate, to ensure that American freedoms are protected. If captured, the U.S. government will disavow any knowledge of your existence.
You are Sam Fisher.
You are a Splinter Cell.
Splinter Cell is a DirectX 8 title and can handle Pixel Shaders nicely under the condition that your card supports it. The downside of this nice piece of software is that it has different modes for different classes of hardware. We designed a configuration that is nearly the same for all graphics cards, however any low-end graphics card that does not support Pixel Shaders will reproduce a slightly different score. Secondly Splinter Cell has two shadowing techniques, Projector and Buffer mode. We force Projector mode in high detail on all graphics cards. Again, graphics cards without shader capabilities will run into a problem as they do not support it. We are talking about GeForce4 MX era and earlier models only. With that in mind this software really is an excellent benchmark. Small sidenote, we are not using the standard timedemo's. We made one ourselves that stresses the filtrate of a graphics card and will utilize a CPU very little.
Let's take a look at some of the benchmark numbers. Unlike some of the future games Splinter Cell doesnt use per-pixel lighting, so the framerate should be quite good even for owners of mid-end PCs.
Splinter Cell 1.2b | 800x600 | 1024x768 | 1280x1024 | 1600x1200 |
FX 5600 | 22 | 19 | 15 | 12 |
9600 256 | 23 | 15 | 16 | 13 |
FX5700 | 27 | 23 | 18 | 15 |
9600 Pro | 32 | 28 | 22 | 18 |
FX 5700 Ultra | 33 | 28 | 23 | 18 |
R9600XT | 36 | 31 | 25 | 20 |
9700 Pro | 45 | 40 | 32 | 27 |
FX 5900 XT | 46 | 39 | 31 | 26 |
FX 5900 Ultra | 53 | 45 | 36 | 30 |
9800 Pro | 50 | 45 | 35 | 31 |
FX 5950 Ultra | 54 | 46 | 37 | 31 |
9800XT | 54 | 49 | 39 | 34 |
550/700 | 39 | 34 | 17 | 22 |
The 'other' 9600 256 you see mentioned is in fact from Hercules and on top of the 9600 series is the HiS 9600XT product.
We left out the results for Anti Aliasing in this particular benchmark. The lighting model causes odd visible rendering errors within AA and reproduces odd results. Ubisoft posted and confirmed this on their website.