

As we'll see in our compute benchmarks DirectCompute performance plays a large part here, but even then it doesn't explain why CivV performance is quite this low. It's ever so slightly trailing the Radeon HD 5450 here, never mind the faster dGPUs or Llano. Unfortunately this ends up being the worst showing for Ivy Bridge. There are other games that are more stressful overall, but this is likely the game most stressing of DX11 performance in particular. In doing so it uses a slew of DirectX 11 technologies, including tessellation for said geometry, driver command lists for reducing CPU overhead, and compute shaders for on-the-fly texture decompression. Our final game, Civilization V, gives us an interesting look at things that other RTSes cannot match, with a much weaker focus on shading in the game world, and a much greater focus on creating the geometry needed to bring such a world to life.
