Its been 20 months since the release
of 3DMark03 and that’s a long time in the graphics industry.
Many cards have come and gone as has the 15k barrier and so it was
getting time for someone to really push the latest graphics cards
to their limits. That company is Futuremark and today the NDA lifts
on their latest product, 3DMark05. We at Driverheaven have been lucky
enough to have access to the benchmark in advance of its launch and
have run Nvidia and ATI’s latest and greatest cards through
the benchmark with some rather surprising results. Read on to find
out exactly whats new in this version of 3DMark and also to see how
the results panned out…
3DMark05, what is it?
You will not be surprised to hear that
this new version of 3DMark is a tool that provides accurate and impartial
performance figures for 3D graphics performance. In 3Dmark03 Futuremark
coded to use DirectX 9 functions in a limited manner due to the availability
of components which supported these features. In 3DMark05 Futuremark
take advantage of much more DirectX 9 functionality and really push
the latest hardware to its limits. Because of this you are going to
need a DX9 capable graphics card before you can even run the benchmark…so
those of you with Radeon 9200 series and below and Geforce 4 series
and below can forget about the 300+mb download.
The reason for supporting DX9 cards
only is that 3DMark05 extensively uses (/tests) Shader Model 2 and
3 (inc. 2.0a and 2.0b) by using them for all Vertex and Pixel shader
processing. Futuremark believe that future games will offer both Shader
Model 2 and 3 and this is why 3DMark05 offers both. Interestingly
you can force 2.x on the Geforce 6800 series to compare to your other
results (by default the Geforce 6800 uses Shader Model 3).
On the complexity of each scene, Futuremark
tell us that 3DMark03 used several hundred thousand polygons per frame
on average where as 3DMark05 uses over one million rendered polygons
per frame on average. Quite an increase!
What are the tests?
There are 4 sections of tests which
we are going to look at today. Game Tests, CPU Tests, feature tests
and batch tests.
Game Tests: The 3 game tests included in 3Dmark05 are used to calculate
the score you’ll see users submitting everywhere online. Results
from the tests are displayed in FPS and the formula used to calculate
the result is (GT1fps*GT2fps*GT3fps)^0.33*250.
All of the tests are real time rendering,
meaning that they are not a playback of events previously recorded
and function much more like a real game than other benchmarks. As
far as the engine goes, 3DMark05 uses an all new engine, long gone
is the MAX-FX engine used in 3DMark01, in 3Dmark05 the engine, like
games, uses the CPU to prepare and optimise the content that will
be rendered by your graphics hardware. Additionally the engine builds
shaders for each element in HLSL format and then they are configured
to best fit the shader profile of the graphics hardware being used.
The final point on the engine specifics for now is the shadow system…the
shadow system (Perspective shadow maps) uses the CPU and memory quite
extensively. This added work on the CPU means that the benchmark is
much harder on your system than 3DMark03 and in theory should allow
the engine to scale much better with the whole system than 3DMark03
did.
Game Test 1: Return to Proxycon
Features used: Blinn-Phong Reflections,
Dynamic/PSM shadows, Per Pixel Specular, Normal Mapped Bump Mapping,
High Detail Geometry, bloom effect and directional/point lighting.
RTP is a continuation of the story from
3Dmark03. The engine is designed to work like a FPS game would and
contains 2 sections. The first is a large indoor area with several
characters involved in a battle and the second is a corridor scene.
One of the main differences between the two (other than the draw distance
/ volume of action onscreen) is the type of lighting used. The main
lighting in the large indoor area is directional where as the corridor
is mainly point lighting.
Game Test 2: Firefly Forrest
Features used: Real time light scattering
and Fog, Dynamic Shadows (2 light Sources), animated high detail geometry,
diffuse/diffuse detail, normal/normal detail maps, specular maps,
Directional and point lights.
Game test 2 continues the nature scene
trend from previous 3DMarks. The scene shows a forest environment
with a large volume of independently moving vegetation. The scene
is lit as if it were night and a light source (firefly) makes its
way around the scene testing the point lighting and perspective shadow
maps.
Game Test 3: Canyon Flight
Features used: Light scattering and
depth fog (map), multi-layered normal layer bump mapping, reflection
and refraction, pixel shaded water with depth fog, directional lighting,
Per-Pixel Fresnel
The scene shows an airship moving through
a canyon which is half filled with water. There are some very complex
goings on in this scene. For example the scene is rendered 6 times
to get the correct reflections, refractions and shadows. The water
shader is an advanced version of that used in 3Dmark03. The canyon
wall shader is also very demanding. The shader almost fills the instruction
limit for a PS2.0 shader when combined with the shadow rendering.
Finally the sun is done with HDR which looks nice when mixed with
the sky’s procedural light scattering.
CPU Tests
There are 2 CPU tests in 3DMark05, both
of which are retreads of the game tests. The first CPU test is the
Canyon Flight test, the second is Return to Proxycon. In these tests
a 640x480 resolution is used along with software vertex shaders which
reduces the load on the graphics hardware. Additionally post processing
is disabled. The tests also uses fixed frame rendering to ensure that
the workload is comparable across systems and as well as the rendering
the CPU calculates the flight path of the ship in Canyon.
CPU score is calculated as (cpu1 * cpu2)^0.5*1500
Feature Tests
The feature test section of 3DMark05
do not have any relevance to the final score achieved in the benchmark.
They are instead used for informative purposes to show how your graphics
hardware performs with certain functions. The areas tested are Fill
Rate, Pixel Shaders and Vertex Shaders.
Fillrate is split into single and multi
texturing and are worked slightly differently (less nice looking)
to previous versions of 3DMark so as to reduce the graphics memory
bandwidth bottleneck and give more accurate fillrate results.
The pixel shader test uses a section
of rockface from Gametest 3 and can be bandwidth limited due to the
complex shader and multiple lookups to large textures.
Vertex Shader testing is split into
two tests. The first consists of several sea monster models which
test transformation and lighting. Specification wise there are several
million vertices per monster which all require transformation and
illumination. The second test renders a section of grass where each
blade is rendered independently and as little work as possible is
passed to the CPU so as to reduce its impact on the results. Additionally
the scene is rendered from a distance so as to reduce the fillrate
bottleneck.
Batch Tests
This is an interesting one, and again
it doesn’t affect the scores obtained by your hardware. In these
tests futuremark test areas of graphics card drivers which are not
normally optimised. (Basically the normal method is to render as large
batches as possible). The batch tests run 128meshes of 128x128 quads
through tests with 8, 32, 128, 512, 2048 and 32768 triangles per batch.
Futuremark believe that only the last 2 should be optimised normally.
Configuration
As well as your basic run which gets your official 3DMark05 score
you also have the option to fully configure various settings in the
benchmark. These settings vary from AA/AF settings to the HLSL used
and precision. The screenshot above shows the configuration available.
Other Features
Before we look at the Image Quality
we received when using 3DMark05 and the results obtained its worth
pointing out that there are a few more features in the application.
Firstly there is a detailed IQ section
where you can grab screenshots, or video of the tests, this –
like the benchmark- is configurable and the options are shown below.
There is also the option to test filtering using the inbuilt texture
filtering and anti-aliasing tool. These are mostly important for hardware
reviewers or enthusiasts however definitely a nice to have for everyone
(dependant on your version of 3DMark05).
3DMark05 also adds graph creation to
its impressive list of features. The Graph mode is again more useful
for the reviewers and enthusiast out there however is an excellent
tool for comparing results for various different cards
Finally there is the Demo. Each of the
game tests is actually a small part of the demo. For example Return
To Proxycon is actually much longer and shows a bit more behind what
all the fighting is about. Add to this that the demo shows off more
of the excellent quality graphics and I recommend that everyone gives
the demo at least one viewing.
Image Quality
Overall the IQ in 3DMark05 is stunning,
it’s probably the best looking engine that we’ve run on
our systems (including Source and Doom3). The lighting effects from
the sparks/gunfire in Proxycon are amazing and the water effect in
Canyon is spot on. We’ve added a selection of images which were
taken using the standard benchmark settings below. Please note, to
accurately compare image quality, these are high resolution uncompressed
BMP files, dial up users may wish to skip.
ATI (below): Taken using
8.07 with standard benchmark settings
Nvidia (below):
Taken using 66.51 with standard benchmark settings
I did of course say overall the IQ is
stunning… there is one exception and personally we’re
still undecided on whether this is a good thing or not. The effect
in question is in Game Test 3. On certain parts of the rockface you
will see flickering textures. Since we had access to an earlier build
of the benchmark it has been really distracting and looks quite like
a driver bug. This isn’t the case though, instead it’s
a cause of the lighting/shadow method. The flickering happens where
the surface is nearly perpendicular to the light direction. Futuremark
tell us that in these areas the flickering is caused by the worst
case projection of the PSM shadows where there is just not enough
resolution in the depth map caused by a compromise between how large
the depth maps used are and how much shadow artefacts to allow.
Results:
Test system:
Reference 6800 Ultra 400/1100mhz
Reference 6800 GT 350/1000mhz
Asus 6800 Non Ultra 350/1000mhz
Forceware 66.51 beta
Catalyst 8.07 beta
Default optimisations for all drivers.
Ultra
66.51
GT 66.51
Asus
NU 66.51
X800XT
PE 8.07
X800XT
8.07
GT1
- Return To Proxycon
20.3
19.7
17.6
27.3
25.7
GT2 -
Firefly Forest
14.1
12.6
10.6
16.4
15.5
GT3
- Canyon Flight
25.1
22.3
19.8
29.1
27.5
Lets get the ATI driver observations out of the way first. Initially
when the final build of 3DMark05 was released to the press the drivers
available were 8.051. These scored the expected 4800marks on the default
benchmark run. They also contained a bug where 256mb AGP Radeons were
not fully utilising the memory available on the card. On Monday ATI
submitted 8.07 for Futuremark approval and these passed (even improving
IQ in some areas over 8.051!) so now the full 256mb was being utilised.
The score increase was phenomenal, over 1000 points (18%).
Also squeezing in with a new approved
driver on 28/9 was Nvidia, their 66.29 scored approx 4600marks on
our Ultra where as the newer 66.51 scored over 200points higher which
is a nice increase. The newer driver also fixed a few minor bugs on
loading screens.
In the overall scores its clear to see
the lead with the latest approved driver is firmly with ATI. With
a 1000 point advantage over Nvidias fastest and even ATI’s lower
clocked XT scoring 700marks higher. Of all the cards on test here
the Asus 6800 Non-Ultra scores lowest however due to the enhanced
clocks of this model it scores around 400 marks higher than most other
manufacturers 6800 NU models (based on some quick tests) and therefore
is the Non Ultra to put your cash into. Looking in more detail at
the individual game tests we see that the results are as expected
, ATI’s cards lead the way in all 3 game tests.
Conclusion
We’ve been very impressed with our initial
look at 3DMark05, the tests look gorgeous, the results are always
repeatable and the interface is as clean and well laid out as could
be expected.
We’ve mentioned a number of times
throughout this article that 3DMark05 does things in the same way
that the latest and future games do, looking at the results obtained
this appears to have been a success. The difference in performance
between ATI and Nvidia’s top cards follows the trend set by
the Source Engine, FarCry and many other DirectX 9 games. It will
be interesting to see how things change with updated drivers however
it will take some effort on Nvidias part to catch up and to be honest
they really should concentrate on real games over a benchmark so hopefully
that’s what will happen.
As far as benchmarks go, 3DMark05 is “the”
graphics test to run for comparing products or showing off your latest
kit to your friends, two thumbs up from us.