NFS Carbon-Some screen shots

zCexVe

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  • Sep 12, 2006
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    Yesterday I played NFS Carbon to check my PCs' performance.These pictures are captured via Fraps 2.8.2 Free as 1280 x 1024 32b BMP and cnverted to 800 x 600 24b 50% quality JPEGs.Every setting is on and maxed out except resolution @ 1280 x 1024.I'm not much pleased with sum graphics details:sorry:.see for ur self.
    nfsc3yw6.jpg


    U can see that clearly frames r wasted here.sumtimes it goes to 177 even.S*** happens.
    nfsc1vc7.jpg

    We can make the gal more realistic..eh?They use their own technology to produce these.
    nfsc5cr1.jpg

    Hitting a tree.Tree is not visible but its so close to the car.

    nfsc6cw0.jpg

    Normal cruise.Gr8 there.

    nfsc4pb8.jpg

    Taking a curve.U can see even @ 125 speed they have motion blur.:(:growl:
    nfsc2io4.jpg

    Driving isnt easy:D:D:rolleyes:.148 and cant see anything.In the highways @ 285 no blur @ all.:confused:Not for the ppl like me for sure as I hav shortsight.And see that how clear is the rear view mirror...I've seen in gamesthat they r a little bit blurred too.Dont know whether its a programming error of that game:D

    nfsczc3.jpg

    This is good for a DX 9.0C fire.

    So how was ur experience???Like to see ur game screens too:love:.I just now came to see the real graphics ..........
     

    Anusha

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    Jun 13, 2006
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    Here's mine. Motion Blur is not supported. However, the motion blur in Carbon is too much. In NFSMW, it was perfect.

    Size reduced yo 25% (0.5x1280 % 0.5x1024) and 90% jpg quality

    nfsc2007051606375596qf8.jpg


    nfsc2007051606381050nh5.jpg
     

    thusithagh

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  • Aug 31, 2006
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    Behind da Enemy Lines
    zCexVe said:
    Yesterday I played NFS Carbon to check my PCs' performance.These pictures are captured via Fraps 2.8.2 Free as 1280 x 1024 32b BMP and cnverted to 800 x 600 24b 50% quality JPEGs.Every setting is on and maxed out except resolution @ 1280 x 1024.I'm not much pleased with sum graphics details:sorry:.see for ur self.
    nfsc3yw6.jpg


    U can see that clearly frames r wasted here.sumtimes it goes to 177 even.S*** happens.
    nfsc1vc7.jpg

    We can make the gal more realistic..eh?They use their own technology to produce these.
    nfsc5cr1.jpg

    Hitting a tree.Tree is not visible but its so close to the car.

    nfsc6cw0.jpg

    Normal cruise.Gr8 there.

    nfsc4pb8.jpg

    Taking a curve.U can see even @ 125 speed they have motion blur.:(:growl:
    nfsc2io4.jpg

    Driving isnt easy:D:D:rolleyes:.148 and cant see anything.In the highways @ 285 no blur @ all.:confused:Not for the ppl like me for sure as I hav shortsight.And see that how clear is the rear view mirror...I've seen in gamesthat they r a little bit blurred too.Dont know whether its a programming error of that game:D

    nfsczc3.jpg

    This is good for a DX 9.0C fire.

    So how was ur experience???Like to see ur game screens too:love:.I just now came to see the real graphics ..........


    phatta machan ube VGA eka mokakada ????
     

    zCexVe

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    I dont wanna go in for the VGA.I just wanted to show you that the graphics are a bit bad than we thought.In NFSMW motion blur was gr8 and that didint needed much performance too.And the Game was in the day time too.BTW I dont get 6X AF too.Max is 4x AF.that surprised me.
     

    zCexVe

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    shanX said:
    Here is the specs.(I didn't type them.Sapphire had.)
    Sapphire ATI RADEON™ X1950 XT - 256MB GDDR3 Features
    • 384 million transistors on 90nm
    • fabrication process
    • Up to 48 pixel shader processors
    • 8 vertex shader processors
    • 256-bit 8-channel GDDR3
    • memory interface
    • Native PCI Express x16 bus interface
    Ring Bus Memory Controller
    • Up to 512-bit internal ring bus for memory reads
    • Fully associative texture, color, and Z/stencil cache designs
    • Hierarchical Z-buffer with Early Z test
    • Lossless Z Compression (up to 48:1)
    • Fast Z-Buffer Clear
    • Optimized for performance at high display resolutions, including widescreen HDTV resolutions
    Ultra-Threaded Shader Engine
    • Support for Microsoft DirectX 9.0 Shader Model 3.0 programmable vertex and pixel shaders in hardware
    • Full speed 128-bit floating point processing for all shader operations
    • Up to 512 simultaneous pixel threads
    • Dedicated branch execution units for high performance dynamic branching and flow control
    • Dedicated texture address units for improved efficiency
    • 3Dc+ texture compression o High quality 4:1 compression for normal maps and two-channel data formats
    • High quality 2:1 compression for luminance maps and single-channel data formats
    • Complete feature set also supported in OpenGL 2.0
    Advanced Image Quality Features
    • 64-bit floating point HDR rendering supported throughout the pipeline
      • Includes support for blending and multi-sample anti-aliasing
    • 32-bit integer HDR (10:10:10:2) format supported throughout the pipeline
      • Includes support for blending and multi-sample anti-aliasing
    • 2x/4x/6x Anti-Aliasing modes
      • Multi-sample algorithm with gamma correction, programmable sparse sample patterns, and centroid sampling
      • New Adaptive Anti-Aliasing feature with Performance and Quality modes
      • Temporal Anti-Aliasing mode
      • Lossless Color Compression (up to 6:1) at all resolutions, including widescreen HDTV resolutions
    • 2x/4x/8x/16x Anisotropic Filtering modes
      • Up to 128-tap texture filtering
      • Adaptive algorithm with Performance and Quality options
    • High resolution texture support (up to 4k x 4k)
    Avivo Video and Display Platform
    • High performance programmable video processor
      • Accelerated MPEG-2, MPEG-4, DivX, WMV9, VC-1, and H.264 decoding and transcoding
      • DXVA support
      • De-blocking and noise reduction filtering
      • Motion compensation, IDCT, DCT and color space conversion
      • Vector adaptive per-pixel de-interlacing
      • 3:2 pulldown (frame rate conversion)
    • Seamless integration of pixel shaders with video in real time
    • HDR tone mapping acceleration
      • Maps any input format to 10 bit per channel output
    • Flexible display support
      • Dual integrated dual-link DVI transmitters
        • DVI 1.0 compliant / HDMI interoperable and HDCP ready*
      • Dual integrated 10 bit per channel 400 MHz DACs
      • 16 bit per channel floating point HDR and 10 bit per channel DVI output
      • Programmable piecewise linear gamma correction, color correction, and color space conversion (10 bits per color)
      • Complete, independent color controls and video overlays for each display
      • High quality pre- and post-scaling engines, with underscan support for all outputs
      • Content-adaptive de-flicker filtering for interlaced displays
      • Xilleon TV encoder for high quality analog output
      • YPrPb component output for direct drive of HDTV displays
      • Spatial/temporal dithering enables 10-bit color quality on 8-bit and 6-bit displays
      • Fast, glitch-free mode switching
      • VGA mode support on all outputs
      • Drive two displays simultaneously with independent resolutions and refresh rates
    • Compatible with ATI TV/Video encoder products, including Theater 550
     

    shanX

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  • Oct 4, 2006
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    zCexVe said:
    I dont wanna go in for the VGA.I just wanted to show you that the graphics are a bit bad than we thought.In NFSMW motion blur was gr8 and that didint needed much performance too.And the Game was in the day time too.BTW I dont get 6X AF too.Max is 4x AF.that surprised me.
    :D

    Hw much? Whr?
     

    zCexVe

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    shanX said:
    And wt are frequencies?? (core/mem)
    Stock 2D 500/594,3D 921/900.I oc 3D clocks like 948/900,/921/919,948/938.
    Stable range for me is 921~988/900~950.Note that Mem clocks are in MHz value. X 2 for the DDR value.
     

    shanX

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  • Oct 4, 2006
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    zCexVe said:
    Stock 2D 500/594,3D 921/900.I oc 3D clocks like 948/900,/921/919,948/938.
    Stable range for me is 921~988/900~950.Note that Mem clocks are in MHz value. X 2 for the DDR value.
    I just askd 3d clocks :D

    So wt price and whr u bought?
     

    Anusha

    Member
    Jun 13, 2006
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    zCexVe said:
    Stock 2D 500/594,3D 921/900.I oc 3D clocks like 948/900,/921/919,948/938.
    Stable range for me is 921~988/900~950.Note that Mem clocks are in MHz value. X 2 for the DDR value.
    900MHz for core? Are you nuts? Must be 6xx MHz. :rolleyes: :rolleyes: :rolleyes: