Street Fighter IV
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.
Those big SF IV numbers become even bigger with the core at 900MHz.
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- Page 2 [Test System Setup and 3DMark Vantage]
- Page 3 [Unigine Heaven Benchmark]
- Page 4 [Benchmarks - Resident Evil 5]
- Page 5 [Benchmarks - Tom Clancy's H.A.W.X.]
- Page 6 [Benchmarks - Mafia II]
- Page 7 [Benchmarks - Lost Planet 2]
- Page 8 [Benchmarks - Aliens vs. Predator]
- Page 9 [Benchmarks - Final Fantasy XIV]
- Page 10 [Benchmarks - Street Fighter IV]
- Page 11 [Benchmarks - Far Cry 2]
- Page 12 [Benchmarks - Batman Arkham Asylum]
- Page 13 [Benchmarks - High Quality AA and AF]
- Page 14 [Benchmarks - PhysX Tests]
- Page 15 [Temperature Test]
- Page 16 [Sound Test]
- Page 17 [Power Consumption Tests]
- Page 18 [Total Performance Rating (TPR)]
- Page 19 [Total Value Rating (TVR)]
- Page 20 [Final Thoughts]
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