Free programs for Windows download for free. Computer help What is frame in 3dmark

3DMark is a brand of a series of popular tests that measure the performance of a computer as a whole and separately the capabilities of computer video cards. The performance of the graphics card has a significant impact on the quality of the gameplay and gamer satisfaction with the process of a computer game. To really evaluate the performance of a video card and not doubt the test results, we recommend the 3DMark test of the video card and overall computer performance, download the 32-bit and 64-bit Russian version without leaving the site https://site without registration and SMS. The results of graphic tests of the performance of 3D accelerators of computers, laptops, tablets and phones will allow you to objectively understand why you are subjectively unsatisfied with the picture quality and realism in games.

Description of Russian 3DMark tests

A series of tests allows you to find out the real performance of the computer’s hardware and software components (video accelerator, CPU, RAM, operating system, drivers, DetectX, overclocking methods, etc.), which significantly affects the performance and quality of graphics in computer games. IN latest version 3D Mark pays more attention to the study of video card performance: the operation of individual GPU units, shader units, texturing, rasterization, Direct3D support and other aspects of the software and hardware of the computer’s video subsystem.

Overclockers and gamers using 3DMark, which emulates better than analogues gameplay, evaluate and compare the performance results of different gaming systems. Extreme rich overclockers who overclock the latest powerful video cards simply need to download the latest version of 3DMark for free in Russian for Windows 10, 8.1, 7 for an adequate analysis of overclocking results. For example, it wouldn’t hurt anyone to know how to properly overclock a video card NVIDIA GeForce GTX 1080 or GeForce GTX Titan video cards, without burning it when overloaded at extreme frequencies of the core and HBM2 or GDDR5X memory. As a result of testing, the program provides the user with all the data on frequencies and temperatures, as well as other useful information. In the future, all indicators can be presented in the form of a nice-looking diagram.

When choosing the best graphics card or the need to find out an objective assessment of the gaming system, among other actions, you also need to download the latest version of 3DMark 2016 for free without registration and SMS using direct links from the site https://download site from the official website of the program. At fast internet and if you have free space on your hard drive, the process does not take much time. Next, you need to install the program, proceed to launch testing and test the applicants. Testing of the video adapter is carried out through game process emulation, and performance graphics card is assessed in conditional points. In essence, the program is a non-interactive PC game; during this exciting game, the user is not able to influence the gameplay, but is an outside observer.

3DMark Russian version allows you to check whether a brand new computer will freeze or reboot under prolonged heavy loads. If you purchase a new one powerful computer or laptop, you must download the free 3DMark program for Windows XP, Vista, 7, 8, 8.1, 10 in Russian, install and run testing. Many people consider this option to be an adequate test of the computer’s stability, since not only are they seriously loaded graphics system, but also the central processor, RAM and other important components.

3DMark with limited functionality - a full-fledged benchmark

All 3DMark releases have ShareWare editions, which have limited features and settings and not all tests are available. ShareWare tests are released starting with 3D Mark 99, ending with 3DMark06 and 3DMark 11, including 3DMarkMobile, excluding 3DMark Vantage. In addition to the free Basic Edition, there is an Advanced Edition and a Professional Edition, the transition to which is carried out by introducing the Futuremark purchased from the company license key after registering on the official website. According to reviews and comments from overclockers and gamers, the new 3DMark is worth downloading, since the latest free 3D Mark with limited functionality is an adequate benchmark and allows for a high-quality objective independent test of computer power and a detailed test of the video card.

Advantages of the 3D Mark program

The advantage is a reliable assessment of the capabilities of the video card and verification of the stability of the computer during testing. Among the important features of 3D Mark, the following should be noted:

  • use of innovative graphics technologies,
  • support for all generations of video cards,
  • support for all, including the latest Microsoft DirectX,
  • a comprehensive set of gaming and synthetic specific tests,
  • accurate measurement of the number of frames and average frame rate per second,
  • checking the compatibility of the video accelerator with Shader Model and HDR (High Dynamic Range),
  • the ability to see the results of work in the form of temperature fluctuations,
  • availability on the developer’s website of information about the benchmark results of millions of users,
  • convenient beautiful intuitive interface.

Compatibility of 3D Mark versions with Microsoft Windows and other operating systems

Developments of this software conducted by the Finnish company Futuremark (from 1999 to 2002 MadOnion). The latest version of this rather large utility is compatible with the operating system Microsoft system Windows Vista, 7, 8, 8.1, 10 with the latest Service Packs. For computers with operating system Microsoft Windows XP SP 2 or 3 with DirectX 9 should download 3DMark06 free for Windows XP with the latest Microsoft Windows XP Service Pack 3 or Win Vista. The official website recommends using the key 3DM06-YKL9-C7R6-73WW-AAPA-VHKW to upgrade to full 3DMark06. Regarding the cross-platform nature of 3DMark, there are also 3DMarkMobile benchmarks for testing performance mobile phones 3DMarkMobile ES and 3DMarkMobile JSR. To fully operate the latest version of the test, you may need to install

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The article was written for trained readers. If you're looking for a system setup guide or overclocking tips, this is not the place for you. On the agenda is the task of obtaining a truly maximum result in one single test - 3DMark 2001SE. It is assumed that you are quite experienced in overclocking your system, so this article provides only specific tips for increasing the test result. Working on the resulting system will be problematic, but even using only part of the listed subtleties and tricks, you can increase the result by an average of 500-700 “parrots”.

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At first, this material was intended as a guide to setting up RivaTuner, but I soon realized that the main subject of the article was not performance in general, but specifically achieving the maximum result in 3DMark. This is where it dawned on me that there is not a single Russian 3DMark Tweaking Guide, and therefore it is my duty to fill this annoying gap in domestic hardware journalism. Starting from my own observations and advice from other ModLabs team members, I gradually began to collect a variety of tips & tricks from various sources. As a result, the information provided was collected bit by bit on a variety of overclocking forums for quite a long time and it is simply impossible to list the names of the people who contributed to this guide. However, most of the advice was given by real 3DMark gurus, who are included in the TOP-100 for Online Result Browser. I would especially like to note the contributions of bowman1964, mackenz, jason1570, MrIcee, OPPainter, nvidiaguy, Macci, DigitalJesus. Unfortunately, there is not much information on the systems on Intel based and ATI, but I continue my search and in the near future I hope to please the owners of the fastest video cards today. By the way, about video cards. Minimum " system requirements"Many tips for setting them up - GeForce 4 Ti, in some cases - GeForce 3. However, it’s unlikely that anyone would even think about doing similar things on GF2MX and similar cards...

About the fate of the crackdown in Russia

A small lyrical digression. The attitude towards dispersal in our country (I mean the entire territory former USSR) the situation is ambivalent. On the one hand, there is probably no such number of overclockers per 1000 computer owners anywhere in the world. Acceleration has really become folk pastime, allowing you to save money on the purchase of components (and our people will never pass by a freebie). But on the other hand, the number of people doing overclocking professionally throughout the country can be counted on one hand. In almost two years of working on my own site (and therefore daily viewing dozens of overclocking and modding sites), I have only once seen a message about overclocking from Russia bypass major English-language overclocking sites - this is news about our own overclocking of the Celeron 2400 to 3600 MHz (by the way, the current record for stable processor frequency in the CIS, according to the website database). The results of overclocking using liquid nitrogen were published only once, there is no data on water chillers and phase-change systems, rare cases of installing Peltier modules... It's a shame for the country, gentlemen overclockers! Don't you really want to be among the first?

By the way, in the West there are dozens of teams of hardcore overclockers who compete in benchmarks with online services (primarily 3DMark 2001 and 2003) and simply ratings (the SuperPI benchmark, which is extremely popular in Asia, VR-Zone OC Rating, Holicho's MAXV3 Rating and PC-Zone MAXWCPUID Rating for overclocking records) The so-called “3DMark Teams” are especially famous, such as VR-Zone 3DMark Team, GamersHQ 3DMark Team, Xtremesystems.org 3DMark Team and Team Finland Almost all the top steps in the 3DMark2001 and 3DMark03 ratings are occupied. representatives of these teams.

Therefore, I bring up for discussion in the forum the idea of ​​​​creating such a team here. You can learn more about the idea, express your thoughts on this matter and express a desire to join such a team in the corresponding forum thread.

3dMark is one of the most common tests/benchmarks of video cards in the PC world. This test is produced by the company Furthermark, which has been a leader in the production of various PC tests and benchmarks for several years now. In addition to the test program (benchmark) 3dMark, company Furthermark announced to the world computer community comprehensive test computer PCMark, test mobile devices 3DMark Mobile and others. In this article ABC PC will tell novice users how to use the benchmark 3DMark, as well as how to test a video card.

How to install the 3DMark video card test

Installing a test (benchmark) 3DMark is no different from installing regular programs and is performed using the installation wizard.

The first window, as usual, is informative and tells you about the video card test being installed. Next, select the installation path and wait until the process of copying files is completed and the necessary entries are made in the system registry.

After installing the program, you will be asked to enter the purchased license code. If you have not yet purchased the program, you will be able to use a limited version that does not allow you to record video card test results or change benchmark settings. When everything is ready, click Next and launch the program using the shortcut from the Desktop.

First, let's decide why test a video card at all? Test the video card with a benchmark 3DMark possible for various reasons:

    It is necessary to identify a defect or check its presence

    It is necessary to compare test results on different configurations or with/without overclocking

    I just want to show off the level of my video card or watch beautiful cartoons

We have listed the main needs for testing a video card in a test/benchmark 3DMark. You can start testing your video card.

To run the video card tests by default, just press the button Run 3DMark. After this, all the necessary video card tests will run in full screen mode, after which the results window will open. Number of points, in fictitious currency 3DMarks, will show how well your video card coped with the results of all tests.

To view more detailed statistics, click the button Details.

Detailed statistics provides a complete report on the scores of various tests 3DMark, of which the tests of the video card itself are GameTests, A CPU Tests- processor tests, respectively.

So, the most useful purpose of a video card test is 3DMark All that remains is to check for manufacturing defects in the components. That is, with the help of this video card test, we can easily determine the presence of graphic garbage or so-called video card artifacts, that is, defective graphics memory of the video card. If your graphics card is faulty, you will notice strange colored stripes or dots on the screen while you are taking the test. Be vigilant, and if there is the slightest problem or suspicion, take the video card to service center. Freezes when testing a video card in 3DMark also indicate its malfunction, so do not go far during testing.

Setting up the 3DMark video card test

We have considered only default testing, but sometimes you need to independently set the program to perform only the necessary tests. To do this, we need to purchase a licensed version of the program.

Please note that the program window is divided into 3 columns: Tests, Settings, System.

The first column shows information about the selected video card tests, which you can always change by clicking the button Select.

In the window that opens, tick the required tests and click OK. Done, now 3DMark perform only the previously noted video card tests and will show the results specifically for them.

Second column, Settings, will allow you to configure video card testing, click Change.

In this window you can change screen resolution, turn on or off texture filtering and antialiasing, but these settings are not for novice PC users, so we recommend leaving them at default.

Introduction The speed of progress in the field of Hi-Tech can be compared to the speed of a courier train, which, although not very fast, does not stop. Moreover, our train does not have a final station, only passengers and direction change, but the speed remains the same. Of course, this is a controversial statement, but the facts speak for themselves. Progress in the field of graphics accelerators is not only in the direction of improving speed characteristics. The functionality of accelerators is also improving, which, in turn, has changed the image displayed on the monitor quite significantly over the past five years. The main impetus in this direction was made by the beginning of the use of programmable vertex and pixel shaders, already supported by most modern accelerators. But again, the train does not stand still, and in the latest generation of accelerators support for the second version of shaders appeared, and before that there were small stations with intermediate versions. Shaders are small programs that can be executed inside the chip without loading the central processor at all, while the quality and level of detail of the displayed graphics becomes significantly higher. But I'll tell you about this a little later.

Modern computers consist of two main parts: hardware - these are cards, processors, memory and other hardware sold in stores, and software, without which computer hardware will remain hardware in the literal sense of the word, and will not be suitable for more than a stand for a table leg. Any modern accelerator needs programs that can use all its functions 100 percent, allowing the user to understand what he paid a lot of money for. The average user, if he is not an absolute cynic, is generally pleased to understand and see what he paid money for. There is also a goal of comparing new products with the previous generation, since understanding what has become better is necessary and important. It is for these two purposes that there is a whole layer of programs called benchmarks. When testing video cards, you can use modern 3D games or specialized programs as benchmarks, which, for greater objectivity, should use all the capabilities of the latest accelerators. As I mentioned earlier, this is due to the growth of accelerators not only in height (speed) but also in width (functionality). On present moment There are practically no programs that support the modern Standard, which combines the level of functionality of the current generation of accelerators - DirectX9. This situation will soon change... or has already changed, since a test package from FutureMark has appeared - 3DMark 2003 or 3DMark03, which will be discussed in this review.

The release of this program was anticipated by many, and one can understand why. First of all, programs from the company FutureMark, which recently renamed itself from MadOnion to its original name, have a special status, similar, perhaps, only to the status of programs from Id Software. Because both of them release products that work on the edge of the capabilities of modern Hi-end hardware, and begin to fully work for the average user only after a year after release.

By the way, since we are talking about this, let us decide on one issue. By Hi-End of the modern graphics accelerator market I mean ATI R300 and Nvidia NV30 chips, and everything that has been released up to now after them.

3DMark is usually the flagship of the new era; based on the quality and realism of its scenes, conclusions are usually made about the realism of graphics in games for the near future, before release new version DirectX. Users who have the most modern hardware in their computers were waiting for this program, testers and authors were waiting for this program, since it is a powerful tool for obtaining objective information, and finally, marketers in hardware selling companies were waiting for it, since they need to study what they write testers and purchase hardware that has a future and will be in demand in the near future.

3DMark itself represents a set of three-dimensional scenes based on its own graphics engine, which load different accelerator capabilities. It is also a set of synthetic tests that define performance parameters in a more “theoretical” way. The final index is calculated using a certain formula, but we will talk about it later. And of course, there is also a demo mode, so beloved by all users who are not interested in the index result, but are interested in a beautiful video with good sound.

Each time 3dmark swells more and more and, if the previous version, 3DMark 2001SE, occupied only 40 megabytes, then 3DMark03 occupies 171 megabytes in the archive and 470 megabytes in the expanded state, that is, almost 4 times more than its predecessor. This fact can also be considered a hint that we shouldn’t expect modern games to fit on one or two CDs, and in general it would be great if everything fit on one DVD. 3DMark03 is distributed according to a shareware scheme, that is, from the developer’s website you can only download a demo version, which has many limitations, including:
Inability to change resolution and settings when playing Demo and for testing.
Inability to change the number of tests
Inability to use command line

In fact, from the unregistered 3DMark you can only get a general idea of ​​testing and watch the Demo in a fixed resolution. In order to register 3DMark, you need to transfer $40 to the company’s account, although, of course, there are alternative ways solutions to the problem, if you know what I'm talking about.

Demo Mode

In demo mode, if you have an accelerator that supports DirectX9, you can see four scenes. The graphics quality in these scenes is truly impressive. Everything looks really very nice, and as expected, it works with difficulty even on the most modern hardware(We'll discuss why this is later). Separately, it is worth noting that during the demo mode, the post-processing mode works in all scenes; for users it looks like an effect focal length cameras, or the effect of an old movie at the beginning of the demonstration. There are others beautiful effects, visible to the eye. In general, the demo mode in the new 3D-Mark met all user expectations, and that’s pretty much what everyone expected. Which, unfortunately, cannot be said about all the other functions of the new product. Unfortunately, using the new 3D-Mark as a full-fledged test package is very difficult, and I will try to explain below why I think so.

Description of the program

As I wrote earlier, 3DMark has created four full-fledged gaming tests, from which the final index is calculated. There are also the following tests:
Two CPU load tests
Fill Rate Single and Multi Texturing Tests
Vertex shader execution speed test.
Test for the execution speed of pixel shaders version 2.0.
Testing physical model Havok (RagTroll)
Test sound card for 3D audio processing.

Interface

The program interface is clear and very similar to previous version 3DMark 2001. Of course, we can describe it again, but we do not set ourselves the goal of transferring the help file to 3DMark03.

Everything is absolutely clear and transparent. It is worth mentioning only a few changes. First of all, there is no interface for running BATCH tests. Now all the functionality of BATCH modes has been moved to the command line. In a sense, this is correct and sometimes more convenient, but still the absence of this mode is not encouraging. The syntax for launching 3DMark03 from the command line is described in the 3DMark03 help file, and of course, all BATCH sequences can now be compiled as batch BAT files operating system. This can help testers significantly reduce card testing time.

Further, there is no option to save the results in a simple text file, but instead introduced the ability to save results in Excel format. This is not very convenient for professional testers. The interface for taking ImageQuality screenshots has been significantly improved, but these are just cosmetic fixes. At the same time, there is no way to control the displayed effects within post-processing, and many other things that are sometimes necessary in work.

In version 330 there is an option to force the use of shaders version 1.1 instead of version 1.4. Why this is necessary, we will again discuss later.

Now we will go through each test in a little more detail:

GT1 (Game Test 1 - Wings of Fury)

Used DirectX version... 7.0
Versions of shaders used... 1.1

The scene depicts an air battle in August 1944, that is, this test emulates a flight simulator (ugh, what a phrase). Flight simulators occupy a special position in the gaming industry, since the graphics engine for creating such games has very specific features. Most often, during the game, not a single large object is visible on the screen, but two large textures are observed: the ground and the sky, and the main emphasis in the game is on the physics of controlling the aircraft. Almost all modern flight simulators are built precisely on this principle, the scene in 3DMark is no exception. Basically, the artists and programmers from FutureMark worked hard on drawing the planes. When drawing airplanes, multitexturing is used, with each airplane covered with four textures: a color map, a light map, a reflection map, and a specular map. According to the developers, the graphics accelerator should be able to cover the aircraft with textures in one clock cycle. The scene also uses point sprites and square particle systems to create smoke and fire. To be honest, the advisability of having this test in the 3DMark package is rather unclear. Its main goal is to maintain compatibility with already outdated accelerators, such as GeForce 3. However, there is no compatibility with GeForce 2, GeForce 2MX and GeForce 4MX class accelerators, since these accelerators do not support the use of vertex shaders. By the way, this test does not require the use of shaders; you could easily do without them. The question arises: why include a test that is aimed at a narrow segment of obsolete models of graphics chips in a package intended for testing new generation accelerators? You can, in principle, far-fetch the explanation here that this was done to ensure comparison of the new generation of accelerators with the previous one, but this will be just a far-fetched explanation, since each generation of accelerators has its own games, and all previous generations of games created for accelerators of that time can easily work on modern hardware. This is the essence of the DirectX API architecture.

GT2 (Game Test 2 - Battle of Proxycon)

Battle of Proxycon.

3DAction...that's the main focus of the 3D gaming industry. Battle of Proxycon - typical representative first person shooters. The action takes place either on space station, or on the big spaceship. Some people in suits attack him, others try to resist, and ultimately escape on a space boat to hell. This is where the scene ends. Isn't it a tempting story? In general, it should be noted that games with similar properties have always been very resource-intensive and have the most beautiful graphics. The scene attempts to depict a near-future 3D shooter. At first glance, everything turned out quite well. The scene also contains normal maps, with which you can create relief in places where there are no polygons for it, and dynamic shadows, and the possibility of post-processing effects, when effects are applied to an already created frame, like filters in Photoshop. Normal maps are a kind of analogue of Bump-mapping maps, only the relief looks a little more voluminous, this effect is clearly visible on the folds of the clothes of the soldiers in the scene. Shadows organized using stencil-buffer are created dynamically and fall on both static objects (walls, floors) and dynamic ones (soldiers, doors), while the shadows fall taking into account several light sources. And after turning on the post-processing mode, cinematic effects begin to appear, such as camera focusing disturbance (Depth of Field) or the effect of light oversaturation (bloom). The post-processing effect is enabled in the same way as any pixel processing effect, such as Anti-Aliasing, and cannot be combined with it.

Everything would be fine, but there are very serious questions about the implementation of the engine for this test. The engine is software module that makes you come alive 3D world, this is the basis of any game. And the basis of this test, according to many experts, was implemented incorrectly. For example, in a scene with five light sources, each object will be textured 11 times. And in some places, when using stencil calculations, the number of vertices in the scene can increase up to 6 times, which, if we still have the same 5 light sources, means that the texture of one object will be done 36 times. There are no such implementations in nature and, I hope, there never will be. In fact, the technology used by FutureMark was not considered possible by accelerator developers, and therefore no optimization was made for it either at the hardware or driver level. If I say a little more in detail, then for support this method implementation of the game engine, manufacturers would have to adapt the structure of the accelerator chips and rewrite the drivers, but since existing system suits current game manufacturers and based on it they make much more advanced things, they are unlikely to do this. As a result of the efforts of FutureMark programmers, an unnatural load is created on the vertex part of the graphics pipeline. From the outside, this looks like an artificial creation of a bottleneck. In this case, the load on the GPU will be very strong, although most of the modules GPU(pixel, raster, etc.) will not be used to their full potential, which will lead to some bias in the evaluation of the chip, which for the average user simply means the results are meaningless, because in games everything will be completely different. And we’ll talk about using pixel shaders version 1.4 later, because this is the topic of at least a separate chapter.

GT3 (Game Test 3 - Trolls Lair)

DirectX version used... 8.1
Versions of shaders used... 1.1 and 1.4

This test was created on the same engine as Game Test 2. Which means that it has all the same problems as the previous test. This is an RPG. The view of the heroes is always from a third person. The essence of the scene is simple: a girl with a magic sword enters some semblance of a library, approaches a secret door and... kills "peacefully" vacationers for board game trolls. One of them, in a panic, even tries to run away, but no matter where, the girl is so terrible in her anger that he forgets to open the door and loses consciousness from the blow. There are women in Russian villages... In general, 3DMark doesn’t like trolls, and therefore they are subjected to cruel genocide.

This scene is considered more complex than the Battle of Proxycon, although, in fact, it differs from the previous one only in the presence of Volume Light (volumetric light visible in the dust) and a rather interesting implementation of the hair on the girl’s head. According to FutureMark, each hair is calculated separately and has its own physics, while it is affected by anisotropic lighting (a light map elongated along one axis). It’s truly: “My hair used to be dry and lifeless, but now it’s wet and moving.”

GT4 (Game Test 4 - Mother Nature)

Version of DirectX used... 9
Versions of shaders used... 1.1; 1.4; 2.0

Ah, Mother Nature, you are beautiful in your majesty. The scene really looks great. For example, I just didn’t like the trees at the top, they look completely unnatural, but so... everything is nice. The grass is green, the sun is shining, butterflies are flying and the shaders are glitching... brrr, no, they don’t seem to be glitching. But how can I say it? It all depends on the accelerator, but more on that later. Oh those shaders. The scene uses almost all versions of shaders that currently exist. Just some kind of zoo. What is the problem here will be written again below.

In this scene, FutureMark programmers did their best: each blade of grass is calculated separately and represents a separate object. Five textures are applied simultaneously to water created using pixel shaders 2.0: a texture with normal coordinates, a wave map, a reflection map, a transparency map and a distortion map. The sky and sun are also built on the basis of shaders 2.0. But the ground let us down, it is built on the basis of pixel shaders 1.4, although even the texture of shadows from clouds moves on it. In general, everything would be fine, but programmers who write tests need to think not only about beauty, and even if they use shaders, then do not mix them with each other, making a vinaigrette out of them. Otherwise it will work equally poorly everywhere. And yet, tests are usually created according to the principle “Eat some more of these soft French rolls and drink some tea,” that is, in such a way as to use all the capabilities of the API. Otherwise, it is unclear what we are testing – the chip or the skill of the programmers.

FutureMark programmers think differently.

Formula for parrots

Thirty-eight parrots and one parrot wing are the results of the common boa constrictor benchmark. The fact that in parrots it is much longer, I remember, did not upset him, everything is at least some kind of unit of measurement. So 3Dmark03 measures the speed of your video subsystem in conventional units, in parrots. The formula by which the final speed index is calculated is as follows:

End index = (GT1_fps *7.3) + (GT2_fps * 37) + (GT3_fps *47.1) + (GT4_fps * 38.7)

As you can see from the formula, the average frame rate in each gaming test is multiplied by a certain “test significance index”, and then the result is summed up. That is, the first test has the least importance, the second and fourth are approximately equal in importance, and the third test has the maximum impact on the final result. As you can see, only game scenes are involved in the final index formula; all other tests present in the package have no impact on the final index. Also, it is worth paying attention to the fact that if your card does not support shaders 2.0 and the GT4 (Mother Nature) scene will not run on it, then the final index for your card will be about a third or a quarter less than the actual result possible for it, since the result of this scene will not be cumulative. Therefore, it is not recommended to compare cards that support shaders 2.0 and those that do not support these shaders by final index.

Texture Filtering

Texture Filtering.

This function is now separated into a separate group, and does not work like a rail type, where you cannot control the camera, but like an ordinary game. This test is much closer to ImgeQuality, since the number of frames per unit of time is not scanned here. In this test, the most important thing is the quality of the displayed image, or rather, how this image is displayed in perspective. Using this test you can understand how well the accelerator can do texture filtering different methods: anisotropic ( best quality), linear (average) and point (worst). Each of these methods is set for each level of distance from the camera. With these functions you can select the types of filtering used in games:

You can also rotate the camera to a certain angle and change the level of anisotropy. This function can be very useful for testers, and the user can understand the difference between "Bilinear filtering" and "Trilinear Anisotropic filtering". A convenient system, and its only drawback is the absence of this test inside automated system, on creating screenshots. This is bad, because errors are visible in it much more clearly than in any Game Test.

CPU Test

The two gaming tests used for this test are GT1 and GT3. Both of these tests are run one after the other at a resolution of 640x480, so that the test depends as little as possible on the speed of the video card. During the execution of these tests, a rather heavy load falls on the central processor, since all vertex shaders begin to be executed by the central processor (probably for GT1 it would be worth doing this in the main test). Also in the GT3 test, all shadows are turned off and pixel shaders are switched: from version 1.4 to version 1.1. This is done in order to average the results on most cards used. The test will not run if the accelerator does not support pixel shaders version 1.1. And this test is ambiguous, because its result still very much depends on installed card, although it seems to be the central processor that is being tested. Or rather, it is not clear what is being tested, since the load is applied simultaneously to both the processor and the video card. The formula by which the final index is calculated is as follows.



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