Its high end on my PC, I have a 6000 series, it can still run games like quake 4 and doom 3 mind you with no problems at all, still its an old card, but its what I call a mid range card, yours is a modern card for gamers playing the latest games, like GOW and UT3 and the like.
Also Id love to see a level with heaps of detail in it to test dx 10 fpsc, fpsc users never use the vertical axis, just box rooms, also as fpsc makes stuff out of loads and loads of segments, you should have segments of different depth, as in first seg 10 depth wall, second 30 depth wall third segment 10 depth, that way you make use of the fact its built of hundreds of segments rather than just having a box for a wall, its made of many 100 unit boxes, its very inefficient, unless the engine has a way of handling this, I don't know as the creators never talk about how the engine works ever, so if you are going to have to use lots and lots of segments to make a long wall, make use of it and have each section at a different depth, that way you at least get use of using loads of them.
Oddly I made a huge scene with Y axis level design with walkways and lifts with a lot of stuff in view on the vertical axis and it still ran fine in dx9, no idea why, using stock media I can put a few segs in a map and it will crawl, it must work as its my own segments perhaps, I also think fpsc is fussy on rotating segments or walls, what directions they face etc, I personally think it may be best to make segments snapping to grid points when you make them, ie snap to 10 point grids, so don't make walls 8 in depth, do them 10 or 20, or whatever, also make them as separate walls and floors, not rooms, as placing rooms, then deleting walls and putting walls in different places can cause slow downs in sticky places.
Any way, going back on topic, I want to see levels stuffed with detail, bang it in, Id love to really test this new engine out correctly, hell on these boards they make a square room, put a handfull of bots in and rave it an amazing engine, test it right, build a whole level, crack the detail in, do a proper test.
Also would mind knowing if the new engine has some kind of instancing on all the segment meshes, or optomisation in some way, as using lots and lots of segments is bound to eat up system resources. perhaps its like the unreal engine and its use of static meshes in that it recoreded one mesh, even though it may be in the level lots of times, and then just the position data, so it saved on comp power, Id like to know how segments works in the engine.