Introduction

Computer game developers always face a dilemma when creating cutting edge games: do you try to target the lowest common denominator in terms of graphics and performance, or do you try to create a truly next-generation game and hope that the hardware is able to support it at launch? When The Elder Scrolls IV: Oblivion was released, we saw the most recent instance of a game that reached beyond the limits of the graphics cards available at launch, and even now 8 months after its release it still is one of the most stressful games available. Part of the problem with pushing too far into next-generation hardware requirements is that developers run the risk of people being disenfranchised with their product, due to poor performance. After all, it doesn't matter how great a game looks if it's basically an unplayable slideshow.

Bethesda was fortunate that they created a game that received enough critical acclaim that many people were willing to live with the low frame rates, or even spend the extra money to get hardware capable of running the game with all of the details turned up. Certainly, the fact that Oblivion is a sequel to a popular franchise helped overcome the performance limitations. Ubisoft is in a somewhat similar situation with their successful line of games in the Splinter Cell series. Recently they released their newest installment of the series, Splinter Cell: Double Agent (SCDA) for the PC, which is essentially a direct port from the Xbox 360 version released several days before. We even see configuration files designed for the 360 included with the PC version.

Splinter Cell: Double agent doesn't break the same type of graphical boundaries that The Elder Scrolls IV: Oblivion did, and unfortunately there seem to be a lot of technical problems with the game. Aspects of the game feel rushed, and even though there is a patch available which addresses some issues (such as anti-aliasing) the game is still rife with bugs and glitches. Luckily though, when working the game itself is very enjoyable and a great addition to the series; we just wish Ubisoft could have waited till they fixed many of the technical issues in the game before they released it (or better yet, address the issues and release the game on schedule in the first place).

One of the major issues we have had during our testing is the exclusion of a usable timedemo feature. Timedemo functionality has been included in previous generations of Splinter Cell, and even the readme file distributed with SCDA makes reference to using its timedemo feature to test the performance of in-game settings. Without the ability to make use of a timedemo, we had to fall back on FRAPS for our performance testing. This does introduce a higher degree of variability to our tests, but our numbers will reflect the performance gamers will see when playing on a system similar to our test configuration. Hopefully Ubisoft will release a patch that exposes the timedemo (and console) features that are inherent in games built around Unreal Engine 2. If they do, we will be there with an update to our testing.

As with our initial Oblivion performance articles, we tackled Splinter Cell: Double Agent's performance tests in multiple parts. We found that the game has a wide range of environments, some of which have higher or lower impacts on performance, so we chose two benchmarks that represent a good balance of CPU and GPU limited scenarios the gamer encounters throughout the different maps. We will also be testing different graphical settings to find out what works the best for the different types of mainstream and high-end graphics cards out there right now.

Benchmarking Splinter Cell: Double Agent
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  • sdedward - Friday, December 8, 2006 - link

    quote:

    Could you imagine Ford, or another car manufacturer selling cars, as new, only to let the customer know AFTER they made the purchase, that some items still needed to be worked on, and that some assembly may be required ?


    Have you ever gotten a recall letter in the mail? Thats basically what it says.
  • shabby - Friday, December 8, 2006 - link

    But every car doesnt have a recall. Today it seems like every game gets patched before it even hits stores.
  • Josh Venning - Friday, December 8, 2006 - link

    It is very frustrating when a game is released that seems as unfinished as this. The problem is that unlike with other types of products, it's not very easy to pin down who/what exactly is responsible for the problems. Regardless of this, the consumer is the one who ends up suffering, and that's just unacceptable. Thanks for your comments.
  • Jodiuh - Friday, December 8, 2006 - link

    Printing now! Thanks for continuing to provide that button. Quite a few sites have removed it and they wind up not getting their arty's read. My notebook gets hot, so I prefer to read these on paper in a comfy chair, couch, bed, etc. :D

    Somewhat OT, should I be playing the SC series in order? I played through about 25% of the first one and maybe 10 minutes of Chaos Theory. Are they good enough to play through? Should I just play Double Agent?
  • Le Québécois - Friday, December 8, 2006 - link

    Yes I think playing all the SC series in order would be a good thing since every one of them was(still is) a very good game(if you like the stealth/assassin kind of game of course).

    The older ones should be pretty cheap to buy IF you manage to find them.

    Years after years I am pretty amaze that Ubisoft can come with a pretty good game franchise with so little time between the release of each games.
  • Jodiuh - Friday, December 8, 2006 - link

    Buddy's gonna let me borrow the first one. I'll hit it up after HL2.
  • Josh Venning - Friday, December 8, 2006 - link

    I personally only played Chaos Theory and Double Agent, but I found them both to be very enjoyable. I think the storyline of Chaos Theory might have been a little better than Double Agent, especially towards the end, but Double Agent had some more interesting gameplay scenarios. I highly recommend playing them both through though, if you can.
  • Jodiuh - Friday, December 8, 2006 - link

    Just got through the article...

    I guess I'll start w/ a SC game that'll run on my card then, lol. This has to be the worst evidence yet of console porting. Normally, it's the interface that sucks. But DA screams port in a hardware way!! And it makes me hate the consoles even more...

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