The professional's tool
3DMarkMobile ES 1.1 game test workloads and feature tests emulate the functional requirements of future mobile 3D game applications, years prior to those applications being available in the mobile device market. Being able to run these test features and generate workloads at the development board and prototype phase will allow for better testing and evaluation of technology implementations, ultimately yielding better performing, 3D capable devices.
3DMarkMobile ES 1.1 Game Tests
- Game Test 1: Cyber Samurai
- OpenGL ES 1.0 Common Lite
- ~ 40 second duration
- 10K-20K polygon budget
- 3 MB texture memory (uncompressed RGBA)
- Single texturing
- FPS metrics
- Game Test 2: Proxycon
- Open GL ES 1.1 Common Lite
- ~ 45 second duration
- 15K-20K polygon budget
- 3 MB texture memory (uncompressed RGBA)
- Multi-texturing
- FPS metrics
3DMarkMobile ES 1.1 Feature Tests
- Pixel Processing – Simple fill rate test, with single and
multi-texturing, benchmarks raw pixel processing performance. Texels per
second are measured.
- Vertex Processing – A gouraud shaded object and scene produces a
polygon throughput count of approximately 50K to benchmark raw vertex
processing performance. Polygons per second are measured.
- Batch tests – Stressing the hardware with and without a (configurable)
matrix load.
- CPU Processing – Matrix Palette (“skinning”) testing, forcing the
computations to be performed on the CPU.
- Image Quality Test – A pipe-like object with suitable textures and a
variety of possibilities for turning specific OpenGL ES features on and off
to observe the image quality.
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