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Star Trek Online Benchmark Preview

| 8 Dec 2009 00:05

PC Games Hardware editors recently had the chance to play Star Trek Online and have published some benchmark results as well as some thoughts about technology. Check it out and see if your system measures up.

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When talking to the developers we learned that the engine is optimized for dual-core systems - additional cores are not or only slightly utilized. DirectX 10 or DirectX 11 are not supported. FSAA or SSAA can be activated directly in the game. The physics engine is a self-made structure that runs on the server as well as on the clients. But we couldn't make out more than a few flying pieces of debris in the ground battles. Don't expect ripped of warp nacelles or scraped saucer sections.

Like in the first trailers we noticed that in ground combats objects like grass or bushes vanish at a comparatively short distance and that static objects like trees are displayed with a lower level of detail. When you are walking on a planet's surface it almost looks like you were casting wave with higher details in front of you. When asking about this matter a Cryptic employee said that it might perhaps be possible the adjust the Level of Detail in the config file later on - with more variety than offered by the in-game options - so that highest-end PCs can display the environment with maximum details at all times.

Head to the PCGamesHardware.com link listed above to take a look at the benchmark results.

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