3DMark 05 is best suited for the first generation of DirectX� graphics cards. It is the first benchmark to require a DirectX9.0 compliant hardware with support for Pixel Shaders 2.0 or higher! By combining high quality 3D tests, CPU tests, feature tests, image quality tools, and much more, 3DMark05 is a premium benchmark for evaluating the previous generation of gaming hardware. 3DMark05 is the answer to the continuously growing challenge in benchmarking!
3DMark05 Game Tests
- Game Test 1: Return to Proxycon
The numerous lights in the ceiling of the hangar are approximated with a directional light from above. This is generating dynamic shadows using a 2048×2048 resolution depth map. Additionally here are a number of point lights filling the total lighting nicely, but these mostly don’t add shadows to save some system load. The corridor has point lights throwing shadows, using a 512x512x6 cube depth map each, and some are masked and animated as the turning warning light at the end of the corridor. There are all in all 8 light sources in the game test level, two directional and the rest point lights.
- Game Test 2 – Firefly Forest
This scene is a nice example of a smaller scale outdoor scene with rich vegetation. Immediate visibility is not so far, and there is a skybox surrounding the whole scene. There are a large number of trees, all swaying in the light breeze, the branches swinging separately, and there is dense vegetation on the ground. The vegetation on the ground is actually one of the key interests in this test. It is dynamically distributed where needed, according to the camera movements. Its level of detail is also dynamically altered depending on the distance to the camera. The other key interest in this scene is the amazing lighting and dynamic shadow system. This scene really is ideal for showing the benefits of perspective shadow maps.
- Game Test 3 – Canyon Flight
This test gives an example of a large scale outdoor scene. The scene is fairly complex with large areas of water reflecting the high canyon walls. The water actually is one of the key points of interest in this scene. The water not only does realistic looking reflections and refractions, it has a depth fog, making the sea monster swimming under the airship actually look deep down in the water. The air in this scene also uses a volumetric fog, making distant cliffs of the canyon really look far away.
3DMark05 CPU Tests
- The CPU not only calculates the vertex shaders in the first CPU test, but it also continuously calculates the flight path of the air ship. The air ship actually flies the same path as in game test 3 every time, but the calculations are performed as if it would intelligently steer according to the canyon shape and other obstacles like the sea monster jumping up from the water. The path finding algorithm used is D* Lite (http://www.cc.gatech.edu/fac/Sven.Koenig/). The CPU tests are run fixed frame to make a more equal CPU load for all systems. The resolution is locked to 640×480 to decrease the graphics performance influence on the result.
3DMark05 Pro & Business Version Feature Tests
- Feature test – Fill Rate (Single-Texturing)
This test works just like in the previous 3DMark versions, except that this time the used texture is of the size 2×2 in order to decrease bandwidth limitation of the performance. 64 quads cover the screen and are single textured and additively blended.
- Feature test – Fill Rate (Multi-Texturing)
This test also works like in the previous 3DMark versions, except that the used texture is of the size 2×2 in order to decrease bandwidth limitation of the performance. 8 quads cover the screen and each quad has 8 textures additively blended.
- Feature test – Pixel Shader
One of the most complex materials in the game tests is the rock face shader of game test 3. This is separated to a feature test, showing the lighting change on the rough surface. There are no dynamic shadows, which makes some space for additional instructions compared to the similar shader in game test 3. There is also no water surface, just the rock face. Filling the screen with a rock face is naturally fairly fast, compared to the game test showing huge amounts of that rock face in addition to water, the air ship and sea monster.
- Feature test – Vertex Shader (Simple)
This test does simple transformation and single light lighting on four high polygon sea monster models. Each sea monster has over one million vertices to transform and illuminate, so the total workload is quite substantial. The vertex shader used here could quite well fit into a shader model 1 vertex shader, but since 3DMark05 concentrates on SM2 and offers different SM2 (and 3) profiles to choose from, the shader is declared in HLSL and SM2 as all shaders in the game tests.
- Feature Test – Vertex Shader (Complex)
This illuminates, but above all transforms a large number of grass straws. Each straw is skinned and bent separately, more towards the tip of the straw, like real grass straws waving in the wind. The straws are waved according to a fractal noise calculated on the CPU, but it is highly optimized to decrease the influence of the CPU performance on the measurement. The grass is kept at a distance from the camera, offering a less interesting visual effect, but this is necessary to decrease the influence of fill rate to the measurement.
3DMark05 Pro & Business Version Batch Size Tests
- There are six runs of this test, where 128 meshes of 128×128 quads are draw with 8, 32, 128, 512, 2048 and 32768 triangles per batch. The last two batch sizes should be considered an optimized one for most drivers today, but the smaller the batch sizes get, the slower the rendering will be. Color change state changes are done between the rendering batches to make sure DX doesn’t collapse the whole rendering into a single or very few batches.
3DMark05 Pro & Business Version Tools
- Pro Tool – Pro Online ResultBrowser
The Pro Online ResultBrowser (ORB) is designed and developed specially for 3DMark05 Pro or 3DMark05 Business users. In addition to the normal comparison functionalities you can do multicomparisons, CPU / GFX chipset comparisons, get detailed system info and much much more. The Pro ORB extends 3DMark05 Pro or 3DMark05 Business to the extreme!
- Pro Tool – Image Quality Tool
The Image Quality functionality helps taking screenshots of the tests in 3DMark05 for image quality comparison. Any frame from the benchmark tests can be selected, and that precisely same frame can be rendered on other systems for comparison, or using the DirectX reference rasterizer, for reference renderings. Take one or any number of screenshots and compare the rendering quality using your favourite Image Composer software.
- Pro Tool – Filtering & AntiAliasing Quality Tool
The Texture Filtering and Anti-Aliasing test shows a 3D scene that highlights texture filtering artifacts and imperfections. You can move back and forth, and rotate the tunnel with the arrow keys. You can also change the texture filtering settings at run-time. The run-time keys are displayed, so go ahead and try different combinations of settings. Remember that your graphics hardware might not support all implemented filtering settings. This test is also useful for anti-aliasing quality testing.
- Pro Tool – Graph Tool
The Graphs tool records per frame runtime statistics of a selected game tests with selected settings, and draws a MS Excel graph of the recorded data. The available settings are the same as those available in Benchmark Settings, but you can additionally select which test to run and what statistics to record. All three game tests are available for collecting per frame runtime statistics.
- Pro Tool – Batch Run
Batch Run has an easy to use wizard for choosing the batch run settings. For example, you can let your PC run through all tests on all resolutions and with all rendering pipelines. It can all be done in one single batch run. This is only available in the Business version of 3DMark05.
3DMark05 Pro & Business Version Extras
- Extras- Demo
The Demo button in the main window opens the Demo Settings dialog. Select the resolution, anti-aliasing level, filtering mode and shader profiles you want. You can disable the sounds and enable looping, if you want the demo to run continuously. Please read more about these settings in the benchmark settings chapter.
The Free version of 3DMark05 can only run the first demo part using default settings. 3DMark05 Pro cannot loop the demo, and may not be used for commercial purposes. For example 3DMark05 Pro may not be used in computer stores or trade shows. The Business license is required for commercial use of 3DMark05.
- Extras- Pro Discussion Board
The 3DMark05 Pro or 3DMark05 Business users have a dedicated Pro Board, where only the professional benchmarkers hang out!
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