Street Fighter IV
Version and / or Patch Used: Standalone Benchmark
Timedemo or Level Used: Built in Benchmark
Developer Homepage: http://www.capcom.com/
Product Homepage: http://www.streetfighter.com/
While Street Fighter IV features models and backgrounds rendered in 3D, the gameplay remains on a traditional 2D plane, with the camera having freedom to move in 3D at certain times during fights, for dramatic effect. Producer Yoshinori Ono has stated that he wanted to keep the game closer to Street Fighter II. A new system called "Focus Attacks" ("Saving Attack" for the Japanese version) has been introduced, as well as Ultra moves. The traditional six-button control scheme returns, with new features and special moves integrated into the input system, mixing classic gameplay with additional innovations.
All the characters and environments in Street Fighter IV are rendered as 3D models with polygons, similar to the Street Fighter EX sub-series Capcom produced with Arika. However, there are a couple of key differences. Art director and character designer Daigo Ikeno, who previously worked on Street Fighter III 3rd Strike, opted for non-photorealistic rendering to give them a hand-drawn look, with visual effects accented in calligraphic strokes, ink smudges and ink sprays during the fights.
Street Fighter IV is our least intensive game and you can see our i7 2600k with HD 3000 graphics performs close to that 60 FPS average we want at the lowest resolution, but isn't able to quite get it. The A8-3850 at stock on the other hand has no trouble at 1280 x 800 and is only a single FPS away from 60 at 1680 x 1050.
Overclocked we can see we're able to break that 60 FPS barrier at both resolution with no dramas. As soon as we throw a HD 6770 into the mix you can see performance is near identical with the card in CrossFire and running alone, which would imply we're hitting a bit of a CPU limitation. Considering we're at 100 FPS, we're not too worried.