3DMark06 is the worldwide standard in advanced 3D game performance benchmarking. A fundamental tool for every company in the PC industry as well as PC users and gamers, 3DMark06 uses advanced real-time 3D game workloads to measure PC performance using a suite of DirectX 9 3D graphics tests, CPU tests, and 3D feature tests. 3DMark06 tests include all new HDR/SM3.0 graphics tests, SM2.0 graphics tests, AI and physics driven single and multiple cores or processor CPU tests and a collection of comprehensive feature tests to reliably measure next generation gaming performance today.
Fill Rate (Single-Texturing)
The size of the texture used is 2×2 in order to decrease bandwidth limitation of the performance. 64 quads cover the screen and are single textured and additively blended.
Fill Rate (Multi-Texturing)
The size of the texture used is 2×2 in order to decrease bandwidth limitation of the performance. Eight quads cover the screen and each quad has eight textures additively blended.
One of the more complex materials in the graphics tests is the rock face shader. This is separated to a feature test, showing the lighting change on the rough surface.
Vertex Shader (Simple)
This test does simple transformation and single light lighting on four high polygon sea monster models. Each sea monster has over one million vertices to transform and illuminate, so the total workload is quite substantial.
Vertex Shader (Complex)
This illuminates, but above all transforms a large number of grass straws. Each straw is skinned and bent separately, more towards the tip of the straw, like real grass straws waving in the wind.
This test runs simple particle physics in the pixel shader and then uses the results through vertex texture fetches. The use of graphics hardware for physics computations in games is increasing. Simple physics computations are inherently parallelizable, which allows them to be implemented on graphics hardware fairly effortlessly.
This test computes six octaves of three dimensional Perlin simplex noise using a combination of arithmetic instructions and texture lookups. Perlin noise is a basic building block in many procedural texturing and modeling techniques, which are expected to increase in popularity in future games.