Workloads

The workloads in this product include:

  1. Theoretical shader performance measurements
  2. Practical shader performance measurements
  3. Practical game performance measurements

Of these, tests 1 & 2 are represented as high-level description of shaders and parameters and test 3 is a description for creating a Direct3D trace from Futuremark’s desktop benchmark 3DMark.

Technical Information

  • The configurable shader in workloads 1 & 2 is based on the Schlick shading model, which can be considered a Bidirectional Reflectance Distribution Function (BRDF) factorization approximation.
  • Theoretical performance measurements will be made with simple vertex and simple pixel shaders, trying to maximize the performance.
  • The shader will use a simple quad as a test object. The level of tessellation is planned to be configurable. Most of the shader code can be chosen to be executed in either vertex of pixel shader.
  • The test scene will contain two objects with varying (configurable) amount of overlap. This will measure performance of depth solutions such as tiled architecture and hierarchical Z buffer.
  • Vertex skinning has been included.
  • For the practical game performance measurement, a tracing tool and 3DMark05 Professional version is needed.
Tests
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