If you ever wondered what a next-generation DirectX 11 game would look like, look no further than Unigine Heaven. In this groundbreaking benchmark, a mythical floating village is brought to life with dynamic tessellation, volumetric clouds, and advanced compute shaders.
Heaven is a great showcase for tessellation, a key feature of NVIDIA’s GeForce GTX 400 series GPUs. Tessellation transforms today's coarse looking 3D models into models of almost unlimited detail. In the Heaven benchmark, tessellation morphs a simple dragon into a fearsome, spike-studded creature. A flat roof is progressively refined until each terracotta tile is visible. A cobblestone road, once a flat texture, is brought to life as each stone is given form and definition.
With the launch of GeForce GTX 480, Unigine released an updated version of Heaven to tap into the GPU’s immense geometry processing horsepower. In the latest version, a magnificent airship was added. With her gracious curves and elegant baroque flourishes, all created using dynamic tessellation, she’s a great testament to how DirectX 11 is changing the way artists work and the way games look.
• Comprehensive use of tessellation technology
• Advanced SSAO (screen-space ambient occlusion)
• Volumetric cumulonimbus clouds generated by a physically accurate algorithm
• Simulation of changing light conditions
• Dynamic sky with light scattering
• Interactive experience with fly/walk-through modes
• NVIDIA 3D Vision Support
• Supports DirectX 9, DirectX 10, DirectX 11, and OpenGL 4.0
After you complete the benchmark, be sure to explore the village in free camera mode. Hit F4 to enter first person mode. F2 toggles wireframe on/off. F3 toggles tessellation on/off.