3DMark Vantage is the latest version of the popular benchmark from Futuremark. With a Windows Vista requierment as well as several brand news tests it has all the chance to become as popular as its predecessors.
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INTRODUCTION TO 3DMARK VANTAGEFew benchmarks have had such an impact amongst gamers as the 3DMark benchmarks from Futuremark. Whether it is to verify that you are getting the expected performance out of your system or to brag about how fast your system is, 3DMark has always been the benchmark to use.
3Dmark Vantage is the latest in a long line of video card benchmarks from Futuremark. Just as its predecessors its main goal is to test your video card in a variety of tests created to push the video card as much as possible. In addition to the video card tests it also has some pretty nifty CPU tests in it.
As you can see this benchmark, just as PCMark Vantage requires Windows Vista. In the review guide, from where these requirements are taken from, it does say Service Pack 1 as a requirement for Vista but in the actual benchmark it just says Windows Vista.
As with PCMark Vantage, Futuremark has decided to no longer offer a free version that can be run over and over again. Futuremark themselves say this is because of the increases amount of work needed to create the benchmark, especially for Windows Vista. While earlier versions allowed you to run the default benchmark for free, the free trial edition of 3DMark Vantage only allows you to run the benchmark once before you have to pay for it.
The first test is called Jane Nash. It follows a girl, presumably Jane Nash, as she breaks into the bad guys lair and steals a boat (which oddly enough is sponsored by Sapphire).
The Jane Nash test scene represents a large indoor game scene with complex character rigs, physical GPU simulations, multiple dynamic lights, and complex surface lighting models. It uses several hierarchical rendering steps, including for water reflection and refraction, and physics simulation collision map rendering.
While this test looks pretty crappy with the Entry-preset it quickly looks pretty impressive as the features are turned on with the more advanced presets. It also is a test that quickly brings even the fastest cards to its knee.
The AI test features a high-intensity workload of co-operative maneuvering and path-finding artificial intelligence calculations. The test setting is an airplane race course crowded with planes, all attempting to navigate through a series of gates while avoiding collisions with each other and the ground. The test load consists of the movement planning for each airplane. The workload is entirely parallelized, and can utilize multi-core CPUs to the fullest. Faster CPUs will be able to compute more frequent and timely movement plans for the airplanes, resulting in smarter flight routes.
This test is a bit more interesting. It uses the CPU or an installed AGEIA PhysX physics accelerator to calculate the physics as a bunch of planes fly through a obstacle course which is designed to generate lots of crashes.
The Physics Test features a heavy workload of future generation game physics computations. The scene is set at an air race, but with an unfortunately dangerous configuration of gates. Planes trailing smoke collide with various cloth and soft-body obstacles, each other, and the ground. The smoke spreads, and reacts to the planes passing through it.
If you have a GEIA PhysX physics accelerator you can use that in this test but you can also turn it off and chose to use the CPU for the calculations. Both choices will still generate an approved score. This test does not test physics run on a GPU as that is done in the two GPU tests.
In addition to the 4 tests that together create a 3Dmark-score, 3Dmark Vantage also has a few more feature tests that each are designed to isolate a specific set of graphics hardware functionality, and exercises it to the limit.
Feature Test 2: Color Fill
Another test that has been around for a while. The render target is in 16-bit floating-point format, currently the most relevant format for HDR rendering output.
This test draws frames by rendering a single rectangle (two triangles) on screen, seen from an animated camera position. The pixel shader uses the Parallax Occlusion Mapping technique to simulate complex geometry under the surface of the rectangle. Heavy ray-tracing operations against a huge depth-map determine the actual intersection of the view ray with the geometry. Further ray-tracing determines visibility of that point from multiple animated light sources. Finally, the surface is shaded using the relatively complex Strauss shading model. This test represents a very complex, heavy pixel shader, containing massive amounts of texture reads (ray-tracing) and dynamic flow-control (ray-tracing, looping over multiple lights), as well as traditional lighting calculations (Strauss). All the geometry on screen is rendered on just two triangles, and simulated entirely in the pixel shader.
This test features physical simulation of cloth on the GPU. The simulation is performed as a vertex simulation using a combination of vertex shader and geometry shader stages, with several simulation passes needed for each simulation step. Stream out is used to cycle the cloth vertices from one simulation pass to the next. This test stresses the vertex shading, geometry shading and stream out features of the hardware.
This test features physically simulated particle effects on the GPU. The simulation is performed as a vertex simulation, with each vertex representing a single particle. Stream out is used to cycle the particle vertices from one simulation pass to the next. There are hundreds of thousands of particles in the test, all individually simulated, and colliding with a height map. The particles are rendered by expanding each vertex to a full rectangle in the geometry shader. The test stresses the vertex shading, stream out.
This test features multiple octaves of Perlin noise evaluated in the pixel shader. Each color channel has its own noise function for added computational load. The Perlin noise function is a standard building block of procedural texturing approaches, and is very math-intensive to compute in a pixel-shader. This feature test emphasizes the arithmetic computing power of the graphics hardware.
The final 3DMark score is calculated according to specific formulas taking in account each subscore. The GPU Score is formed by taking a weighted arithmetic mean of the raw scores of the two graphics tests. The CPU score is formed by taking a weighted arithmetic mean of the raw scores of the two CPU tests.
The Graphics score is calculated with this formula where C is two scaling constants used to bring down the score in line with traditional 3Dmark scores at launch. F are the frames per second for each Graphics test. The Graphics score is calculated with the same weight for each preset and thus you can compare the scores regardless of chosen preset or custom settings.
C are scaling constants and O are the operations per second for each CPU-test. The CPU score is calculated with the same weight for each preset and thus you can compare the scores regardless of chosen preset or custom settings.
I will not bore you with the scores for each Feature test but the NVIDIA cards consistently performed better in Feature test 4-6 than the AMD cards. Especially the Parallax Occlusion Mapping test performed better on the NVIDIa cards than on the AMD cards. For example, the GeForce 9600GT scored 6 fps on that test while the HD3870 managed a meager 1.4 fps.
Why not test it to see if it is anything to pay money for? Download the trial edition from us here. If you decide to keep it you can easily upgrade it to any of the editions by just buying a license key from Futuremark.
We have written a lot about Nvidias DLSS-technology that uses AI to upscale images to give a boost to the frame rate while trying to still offer great image quality. While I think it offers great image quality I know there are gamers who would would love to get a way to use AI to instead downscale a higher resolution image to give better quality at the lower resolution. Well, they are in luck as Nvidia now has presented Deep Learning Dynamic Super Resolution, DLDSR (phew, say that fast a few times).
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