Benchmark Design

The benchmark is written on top of the OpenGL® ES API, Common Lite scheme, with two game tests, one based on OpenGL ES 1.0 and the other requiring OpenGL ES 1.1.. With a default resolution of QVGA (320x240), bilinear filtering and perspective correction are on at all times. Optional features include trilinear filtering, anisotropic filtering and full screen anti-aliasing. The final benchmark score is the average FPS of both game tests.

Source Code Approach

With minimal UI, a command line interface or a simple text configuration file, Source Code is ready to be ported and compiled for benchmarking your development platform. Source code for each test is available to compile separate executable files. Texture Compression is supported with custom programming, Futuremark engineers can guide your developers through the implementation.
3DMarkMobile source code uses .h format for scene data, is commented and documented to support porting by professional 3D programmer and is supplied with Script(s) and Makefile(s) for *NIX build, and project files for Visual/Embedded C++ builds.

Game Tests

Game Test 1: Cyber Samurai - OpenGL ES 1.0 Common Lite
Game Test 2: Proxycon - OpenGL ES 1.1 Common Lite

Feature Tests

  • Pixel Processing
  • Vertex Processing
  • CPU Processing
  • Image Quality Test
Developers’ Version Features
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