[已通过安全检测] EAV 3.0 DAT20080912
[已通过安装测试] VISTA Ultimate SP1 x64 英文版
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[免责声明] 本软件仅做测试学习交流，版权归 Futuremark 所有。如果喜欢请购买正版软件
经过漫长的等待，Futuremark 终于正式发布了万众期待的全新一代3D性能基准测试软件“3DMark Vantage”。3DMark Vantage是业界第一套专门基于微软DX10 API打造的综合性基准测试工具，并能全面发挥多路显卡、多核心处理器的优势，能在当前和未来一段时间内满足PC系统游戏性能测试需求。和PCMark Vantage一样，新3DMark也改变了命名方式，不再以年份做结尾，而是同样使用了一个意为“优势”的单词。不知道这是不是受了Windows Vista的启示，但很显然，苦心磨砺的3DMark Vantage必将带来全新的体验，掀起新一轮的处理器、显卡“拷问”之旅，并进一步巩固Futuremark在业界的领导地位。和3DMark05的DX9专用性质类似，3DMark Vantage是专门为DX10显卡量身打造的，而且只能运行在Windows Vista SP1 操作系统下。（XP 用户就无法享受了~ 用 06 吧。）它包括两个图形测试项目、两个处理器测试项目、六个特性测试项目。图形和处理器测试项目都是全新制作的，其中前者借助DX10显卡的新技术和高性能打造了绚丽逼真的视觉特效，后者还特别加入了对人工智能(AI)和物理加速的专门测试。3DMark Vantage的另一个全新特性是引入了四种不同等级的参数预设(Preset)。此前的3DMark在得出最终结果的时候都只有一个简单的分数，而3DMark Vantage按照画质等级划分成了入门级(Entry，E)、性能级(Performance，P)、高端级(High，H)、极限级(Extreme，X)四类，得分表达方式也改成了字母加数字的组合形式（例如 P0），从而更细致地反映系统性能等级，可以更对位、更公平地进行比较。当然，不同等级之间的分数没有可比性。
There are two graphics tests in 3DMark Vantage: Jane Nash (Graphics Test 1) and New Calico (Graphics Test 2). 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. The New Calico test scene represents a vast space scene with lots of moving but rigid objects and special content like a huge planet and a dense asteroid belt. For details on the graphics test contents and workload, please refer to the 3DMark Vantage whitepaper.
Graphics Test 1: Jane Nash
The following features are specific to this scene:
Lots of static objects
Lots of complex dynamic skinned objects
Cascaded shadow maps using PCF filtering
Very few instanced objects
No ray-marching (volumetric) effects
Anisotropic materials (math-heavy)
Hierarchical rendering passes to render water reflection and refractio
Graphics Test 2: New Calico
The following features are specific to this scene:
Almost entirely consists of moving objects
No skinned objects
Variance shadow mapping shadows
Lots of instanced objects
Local and global ray-tracing effects (Parallax Occlusion Mapping, True Impostors and volumetric fog)
The CPU Tests
CPU Test 1:
AI. 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.
CPU Test 2:
Physics. 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. The physics test takes advantage of the AGEIA PhysX physics accelerator, if found on the system.
Feature Test 1: Texture Fill.
This test draws frames by filling the screen rectangle with values read from a tiny texture using multiple texture coordinates. The texture coordinates are rotated and scaled between each frame.
Feature Test 2: Color Fill.
This test draws frames by drawing a rectangle across the screen multiple times. The color and alpha channels of each corner of the rectangle is animated. The pixel shader is pass-through. The interpolated color is written directly to the render target using alpha blending. The render target is in 16-bit floating-point format, currently the most relevant format for HDR rendering output.
Feature Test 3: Parallax Occlusion Mapping (Complex Pixel Shader).
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.
Feature Test 4: GPU Cloth.
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.
Feature Test 5: GPU Particles.
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.
Feature Test 6: Perlin Noise (Math-heavy Pixel Shader).
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.
该软件只能在 Vista x86/x64 SP1 下运行