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#1 | |
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Registered User
Join Date: Aug 2002
Location: Australia
Posts: 1,177
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#2 | ||
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Registered User
Join Date: Jul 2002
Posts: 1,430
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3Dmarks talk about how this is a GPU and a system benchmark. If you look ONLY at 3dmark2k3 scores then his case is true. However 3Dmarks2k3 records CPUmark scores and reports that as well. Its just that those scores are not factored into the final score. However it reports those scores. If the user does not look at them then thats THEIR fault. Combine the two and you get a nice overall system indicator. Besides furture mark is about FUTURE games not todays games. They look at: Gun Metal = Which is a joke to be called a DX9 benchmark. It has one Vertex Shader 2 element (which should be able to run on the CPU?) but supports on PS1.1 Pixel shaders which is DX8. Doh Unreal Tournament 2003 = Which is a DX7 game with few DX8 features sprinkeled on top. Jedi Knight II = Horribly CPU limited game (all of the geo processing runs in software) Comanche 4 = Probably the closes thing to a truly DX8 game test we have. and NeverWinter Nights. Excuse me but arent these all current/old games? If you want to find out how your card does in todays games use TODAYs games. Futuremark is about games that are not out yet. He says: Quote:
And yes the do have a point that as an over all system becnhmark is poor. But the pretty damming blurb on the front page is wrong..... |
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#3 | |
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Sayonara !!!
Join Date: Jan 2003
Location: Austin, Texas
Posts: 9,297
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the fact is that 3dmark03 is said to be something it is perhaps not (marketed as the gamers benchmark though lol) of course [H] was very quick to jump on this article and hold it forth as representing their own view of things ![]() shockingly surprising really ![]() |
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#4 | |
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Registered User
Join Date: Aug 2002
Location: Australia
Posts: 1,177
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A few questions and not many answers:
o How far in the 'future' are the 3DMark2003 games set? 3DMark2001 lasted for 2 years or so, so perhaps those are like games we might play in 2004 or 5? o Would game programmers write code and graphics programs like those in 3dm2k3? Or is that code an inefficient use of hardware. Hey, the nature scene is pretty, but full 3d grass with poor LODing? What about the rest of the world, beyond those few meters in front? o Will future games use relatively less CPU time, or will they be like 3dm2k3, only way slower, cause they hog the CPU as well? o How much influence did ATI have, since they bought the highest level of partnership with Futuremark? (Don't even think of responding to this please.) Eg. All you have to know is that your theoretical vertex processing is 20% better than the competition, and make a scene with simple, but high vertex count to look smarter. o nVidia's touted strength all before and through the GeforceFX launch was 'long, complex shaders, both pixel and vertex', yet we havn't seen shaders that do anything more than be more efficient versions of DX8 level code. Perhaps developers (including Futuremark) can't think of anything to do with this feature. Related example: So we can now mix 8 textures together, 1 diffuse, 1 bump, 1 lut, 1 something, so feature goes to waste cause no one is showing off its potential. At least you could render 8 layers of 'fur' in one pass. Don't think I saw any fur in 3dm2k3. What is a bit embarassing for our beloved friend nVidia is that the competition is regularly beating them in current AND future benchmarks. Maybe we need to see benchmarks that show off the strength of nVidia product, if that is possible. The hidden surface removal feature of the Kyro, the displacement mapping of the Matrox, and the Trueform of the ATI were great features that (to varying degrees) really didn't mean much at all. That was quite a long rant for me, since I'm downloading some drivers and really should be going to bed. Night all. |
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#5 | |||||
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Sittin in the Sun
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Games such as Doom3 that use OpenGL, have different paths to use the best aspects of each hardware. 3dmark03, and D3D dont allow this, so it doesn't represent how games like doom3 will run. As doom3 makes use of specific custom NV modes to get better performance, at the cost of some floating point accuracy that is negligable anyway. Quote:
The long shader ability is an ability to show that complex lighting algorithms used in the film industry can be done on commerical gpu hardware. Sure it's not fast enough for real-time, but thats not what companies like Pixar are interested in anyway. The amount of time a particular shader takes is also dependant on the number of fragments (pixels) that are going to be using this shader. If you have a very small object on screen, that covers only say 100 pixels, then it is quite feasible to use very long fragment shaders on an object like this, and shorter shaders on the majority of objects/world. There does seem to be a bit of an imagination void in benchmark stuff.. how many more times are we going to see some trees/grass, and reflective/refractive water eh? ![]() Hardware is advancing faster than we can make use of the features, theres no doubt about that. Theres still not much stuff that uses complex DX8 style stuff. |
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#6 | |||||||
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Registered User
Join Date: Jul 2002
Posts: 1,430
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Cold hard fact is nV has had a longer time smoozing up to benchmark authors. Look at the Good Ol Vulpine benchmark that was used a lot in the past. If you recall they had NV GF3 calls emebbed in their benchmarks. Thus when compared to the ATI cards, the ATI cards (read 8500 vrs GF3) got a much lower score. Not because it could not do the same hardware calls. But instead of using the standard OpenGL calls they use custom NV calls DroneZ was another benchmark tool that also had custom NV OpenGL calls. Quote:
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The rest of your post I agree 100% with ![]() |
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#7 | ||
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Sittin in the Sun
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The shadow technology (albeit double sided stenciling, UltraShadow) has been around since TNT days, its nothing new. Quote:
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#8 | |
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Registered User
Join Date: Jul 2002
Posts: 1,430
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#9 |
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Sittin in the Sun
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To be truthful, although ppl say this, the % time Carmack spent implementing the NV30 path is negligable to the man hours spent on the whole game.
Implementing the graphics API into the engine is such a small part in the grand scheme of game making, that it isn't really an issue to experienced 3d engine writers. |
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