The professional's tool
3DMarkMobile ES 2.0 workloads for gaming and OpenGL ES 2.0 features emulate the functionality of future mobile 3D games. The
benchmark enables tomorrow's 3D benchmarking today, before any actual OpenGL ES 2.0 games are even announced. Running this
content on today's development and prototype boards allows early hardware testing with realistic content and eventually resulting
with better performing hardware for the end users.
3DMarkMobile ES 2.0 Game Tests
- Game Test 1: Taiji Girl
- ~ 40 second duration
- Approx. 50K polygons visible per frame on average
- Skinning used, 29 bones
- Based on motion captured data
- Three different fragment shaders used for the girl
- Shadow mapping used (OpenGL ES 2.0 depth texture extension supported)
- One point light used
- FPS metrics
- Game Test 2: Hoverjet Racer
- ~ 45 second duration
- Approx. 100K polygons visible per frame on average
- Precomputed shadows
- One directional light
- Textured point sprites used as particles
- FPS metrics
3DMarkMobile ES 2.0 Feature Tests
- Shader tests – A (configurable) set of tests with load varying between fragment and vertex shader.
- SimulationMark ES 2.0 “Advanced World” – One-to-one implementation of the same test in SimulationMark ES 2.0
- Batch/State change test – Including a (configurable) set of batches and different shaders to be drawn at the same time on the screen.
- Texture filtering tests – Tool for seeing the possible visual errors on different filtering options.
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