3DMark06 - DirectX 9.x
3DMark06 includes advanced Shader Model 2.0 and 3.0 graphics tests as well as single CPU, multiple core and multiple processor tests as part of the 3DMark score.
1. SM2.0 Graphics Test 1 : Lighting (total 26 lights)
- Two directional with one casting CSM (Cascading Shadow Maps),
- 12 point lights provide fill, most cast shadows using 1024x1924x6 cube depth maps and hardware shadows, some are masked and animated
- 12 small spot lights with non-overlapping shadow-maps
2. SM2.0 Graphics Test 2: CSM & shadow-mapped lighting
- One directional light casting CSM to create a moonlight effect
- Two illuminated fireflies are shadow-mapped point lights with cube-map masks
- A procedural light scattering shader
- Materials have Blinn-Phong reflections using lookups for materials
- Ground material has diffuse, diffuse detail, normal and normal details maps added
- Rock surfaces have an added specular map
- Branches are similar to the rock materials but with an added diffuse cube map and no specular or bump map
3. SM3.0 Graphics Test 3: HDR (High Dynamic Range) rendering and dynamic shadows
- Sky and atmospheric effects rely on a complex atmospheric light scattering algorithm with cloud blending
- Heterogeneous fog effect creates deep humidity
- Water effects are recreated using HDR reflections and refractions
- Water surface is distorted with two scrolling maps and Gerstner wave functions
- Subsurface scattering and a Blinn-Phong shading model with two normal maps and one color map are used for the sea-monster
- Strauss shading is used for the captain, crew and airship
- Canyon wall material uses three color maps, three normal maps and Lambertian diffuse shading
- One directional light, casting CSM is used to create the bright sunlight, producing dramatic dynamic shadows
4. SM3.0 Graphics Test 4: CSM with dynamic long, soft shadows
- As the sun sets, shadows dynamically increase in length for a very realistic effect
- Snow storm - heterogeneous fog and particles with an added diffuse cube map
- Blinn-Phong shader with two normal maps, one color map and subsurface scattering is used for the snow material
- Metallic and other surfaces use the Strauss shading model
- One directional light casting CSM recreates the sunlight.
- Blending a pair of cube-maps, (one diffuse, the other specular) an ambient effect is created
5. CPU Test 1: tight AI synchronization intervals
- AI, physics and game logic to generate a multi-threaded workload. Uses a high level of path finding complexity, tight AI synchronization intervals over 40 frames, locked to fixed frame rate of 2FPS with a Shader Profile of 2_0 and a resolution of 640x480
6. CPU Test 2: lax AI synchronization intervals
- Uses a lower level of path finding complexity, lax AI synchronization intervals over 60 frames, locked to a fixed frame rate of 2FPS with a Shader Profile of 2_0 and a resolution of 640x480
7. Feature Tests
- Fill Rate (single-texturing)
- Fill Rate (multi-texturing)
- Pixel Shader
- Vertex Shader (simple)
- Vertex Shader (complex)
- Shader Particles
- Perlin Noise
Pixel Fill Rate
Pixel fill rate is the total number of pixels the card can output and is calculated as the number of raster operations (ROPs) multiplied by the clock frequency.
Texture Fill Rate
Texture fill rate is calculated differently by ATI and Nvidia. Both are correct methods as Nvidia has one texture unit per pixel shader unit or one per pixel pipe.
- Nvidia multiplies the number of pixel pipelines by the clock frequency.
- ATI multiplies the number of texture units by the clock frequency.
The most cost effective Notebook PC for gaming is : Intel i5 with NVIDIA GT540M
Baseline : MacBook Pro 13" mid 2009; w1 = 0.35, w2 = 0.65