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Asus M3A78-EMH HDMI
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Half Life 2 Episode 2
About Half Life 2 Episode Two:
Half Life 2 Episode 2 is the sequel to valves original Half Life 2. With the ending of episode one of Gordon Freedman leaving City 17, we find the ourselves in the country side with a vast surrounding environment. Once escaped from City 17, Gordon finds himself carrying important information that contains the location of the combine home world and information on how to stop the combine from opening the super portal and receiving a greater combine invasion.
Playing in such a lush environment we find the need for a higher performing hardware.
Benchmarking Half Life 2 Episode Two:
For benchmarking Half Life 2 Episode Two we will be using a combination of FRAPS and the built in timedemo. Similar to Doom 3, to run the timedemo you must first open the console and tell the game to run the time demo. Unfortunately Half Life 2 Episode Two doesn't include a built in timedemo as Doom 3 did, so we decided make a recording where we felt the game stressed the graphics card the most. To open the console you simply press "~" and type "timedemo <Demo_Name>" to run the timedemo.
Benchmark Results:
Half Life 2: Episode Two |
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High Settings, with Anti-Aliasing Off : 1280x1024 |
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Min FPS |
Max FPS |
Avg. FPS |
Model Detail: High |
4 |
29 |
13.383 |
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Built-in Benchmark: Time Demo Results 6146 Frames rendered in 455.159 Seconds 13.50 FPS |
Half Life 2: Episode Two |
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High Settings, with Anti-Aliasing Off : 1024x768 |
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Min FPS |
Max FPS |
Avg. FPS |
Model Detail: High |
7 |
45 |
20.024 |
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Built-in Benchmark: Time Demo Results 6146 Frames rendered in 302.256 Seconds 20.33 FPS |
Half Life Two Episode Two isn't a very demanding game, so we first tried to set the game on High settings with no AA and a resolution of 1280x1024. With these settings we received 13.383 frames per seconds, most definitely not playable. Knowing this, we decided to lower the settings to High with no AA and a resolution of 1024x768. From looking at the data in the charts above, we received 20.024 frames per second, which is just in the middle of what is and is not considered playable.