|  3D Rendering Quality: Bilinear Filter |
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Description:
Renders a 8x8 bilinear (LINEAR) filtered texture on a 128x128 pixel squareWe compare the device rendered image to our (real-time generated) reference imageResults: % of correct pixels. 90% or above is accepted as correct
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|  3D Rendering Quality: Perspective Correction |
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Description:
Evaluates the position of perspective distorted pixels and measures the distance from the optimal positionThe average distance is scaled from 0% (no perspective correction) to 100% (every pixel is at the right position)90% or above is accepted as correct
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|  3D Rendering Quality: Sub Pixel Precision |
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Description:
Evaluates the rendered pixel colors when the pixels are covered by more than one texelsTexture filtering: NEARESTWe compare the device rendered image to our calculated reference valuesResults: % of correct pixels. 90% or above is accepted as correct
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|  3D Rendering Quality: Trilinear Filter |
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Description:
Renders a 128x128 tri-linear filtered (LINEAR_MIPMAP_LINEAR) texture on a 96x96 pixel squareWe compare the device rendered image to our (real-time generated) reference imageResults: % of correct pixels. 90% or above is accepted as correct
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|  3D Rendering Quality: Z-buffer Precision |
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Description:
Tests Z-buffer precision by rendering very far (blue) test squares in a scene where camera is at 0, near=1, far=1001 and there is a "wall of red squares" positioned at 1000The highest possible result is 99.9%, which means the blue test squares were rendered correctly at position 999 (they fully hide the red ones)Values above 90% are accepted as correct
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|  Fill Rate: Multi-Textured, 2x2 |
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Description:
Measures the fill rate with multi-textures.
2x2 layers of textures are blended with ALPHA ADD (overall 4 textures are blended together).
Only UVs rotate, positions are static.
Number of texels (texture pixels) equal number of pixels on the screen for each layer.
No texture filtering.
Result equals: frames / seconds x screen pixels x 4
Please note: some devices do not support multi textures.
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|  Fill Rate: Multi-textured, 4x2 |
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Description:
Measures the fill rate with multi-textures.
4x2 layers of textures are blended with ALPHA ADD (overall 8 textures are blended together).
Only UVs rotate, positions are static.
Number of texels (texture pixels) equal number of pixels on the screen for each layer.
No texture filtering.
Result equals: frames / seconds x screen pixels x 8
Please note: some devices do not support multi textures.
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|  Fill Rate: Single-textured, 4x1 |
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Description:
Measures the fill rate with single-texturing.
4x2 layers of textures are blended with ALPHA ADD (overall 4 textures are blended together).
Only UVs rotate, positions are static.
Number of texels (texture pixels) equal number of pixels on the screen for each layer.
No texture filtering.
Result equals: frames / seconds x screen pixels x 4
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|  Lights: Ambient x 1 |
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Description:
Tests the triangle throughput with ambient lighting.
A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
Number of lights: 1
Only the light is moving, the car is static.
No texturing.
Result: triangles/second
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|  Lights: Omni x 1 |
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Description:
Tests the triangle throughput with omni (spot) lighting.
A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
Number of lights: 1
Only the light is moving, the car is static.
No texturing.
Result: triangles/second
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|  Lights: Parallel x 1 |
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Description:
Tests the triangle throughput with parallel lighting.
A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
Number of lights: 1
Only the light is moving, the car is static.
No texturing.
Result: triangles/second
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|  Lights: Parallel x 2 |
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Description:
Tests the triangle throughput with multiple parallel lights.
A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
Number of lights: 2
Only the light is moving, the car is static.
No texturing.
Result: triangles/second
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|  Lights: Parallel x 4 |
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Description:
Tests the triangle throughput with multiple parallel lights.
A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
Number of lights: 4
Only the light is moving, the car is static.
No texturing.
Result: triangles/second
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|  Lights: Parallel x 8 |
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Description:
Tests the triangle throughput with multiple parallel lights.
A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
Number of lights: 8
Only the light is moving, the car is static.
No texturing.
Result: triangles/second
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|  Lights: Spot x 1 |
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Description:
Tests the triangle throughput with spot lighting.
A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
Number of lights: 1
Only the light is moving, the car is static.
No texturing.
Result: triangles/second
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|  MorphingMesh |
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Description:
Measures MorphingMesh animation performance by morphing a "soldier mesh" into a cube.
Result equals to the number of frames rendered.
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|  Picking: Mesh |
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Description:
Measures Picking performance with Meshes.
Casts pick rays to a high poly (roughly 10000 triangles) Mesh.
Result equals the number of intersections.
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|  Picking: Sprites |
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Description:
Measures Picking performance with Sprite3Ds.
Casts pick rays to a many randomly scaled sprite objects.
Result equals the number of picks (not all rays intersect).
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|  Rendering 2D over 3D |
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Description:
Measures mixed 2D and 3D performance.
Renders a semittransparent 3D car mesh first (roughly 10000 triangles) and then draws a semitransparent 2D image on the same graphics buffer.
Result equals the rendered triangles per second.
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|  Rendering 3D over 2D |
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Description:
Measures mixed 2D and 3D performance.
Draws a semitransparent 2D image first and then renders a semitransparent 3D car mesh (roughly 10000 triangles) on the same graphics buffer.
Result equals the rendered triangles per second.
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|  Scopes: OFF |
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Description:
"Scope: ON" and "Scope: OFF" tests measure the scoping performance in M3G
These tests cannot be evaluated individually, only in comparison to each other.
In both scenes there are 100 meshes and 2 lights.
In "Scope: OFF" test all meshes and lights are in the same scope, so every object is lit by 2 lights.
In "Scope: ON" test one third of the meshes are lit by only the red light, one third lit by the blue light and one third lit by both lights. On average one mesh is lit by 1.33 light. If scoping is not a bottleneck "Scope: ON" should be at least as fast as "Scope: OFF"
The result in both cases equals to the number of rendered frames.
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|  Scopes: ON |
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Description:
"Scope: ON" and "Scope: OFF" tests measure the scoping performance in M3G
These tests cannot be evaluated individually, only in comparison to each other.
In both scenes there are 100 meshes and 2 lights.
In "Scope: OFF" test all meshes and lights are in the same scope, so every object is lit by 2 lights.
In "Scope: ON" test one third of the meshes are lit by only the red light, one third lit by the blue light and one third lit by both lights. On average one mesh is lit by 1.33 light. If scoping is not a bottleneck "Scope: ON" should be at least as fast as "Scope: OFF"
The result in both cases equals to the number of rendered frames.
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|  SkinnedMesh: Few Bones |
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Description:
"SkinnedMesh: Few Bones" and "SkinnedMesh: Many Bones" tests measure the skeletal animation performance in M3G
These tests cannot be evaluated individually, only in comparison to each other.
In both scenes the same skin (VertexBuffer) is used with same number of triangles.
In "SkinnedMesh: Few Bones" the bone hierarchy is simple, using only a few bones.
In "SkinnedMesh: Many Bones" a full human skeleton hierarchy is used.
The result in both cases equals to the number of rendered frames.
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|  SkinnedMesh: Many Bones |
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Description:
"SkinnedMesh: Few Bones" and "SkinnedMesh: Many Bones" tests measure the skeletal animation performance in M3G
These tests cannot be evaluated individually, only in comparison to each other.
In both scenes the same skin (VertexBuffer) is used with same number of triangles.
In "SkinnedMesh: Few Bones" the bone hierarchy is simple, using only a few bones.
In "SkinnedMesh: Many Bones" a full human skeleton hierarchy is used.
The result in both cases equals to the number of rendered frames.
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|  Sprites: Fill Rate |
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Description:
Measures fill rate with sprites.
Results cannot be converted into texels/second, so they are represented as frames.
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|  Sprites: Scaling |
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Description:
Tests the sprite scaling speed.Scales 100 sprites with 64x64 textures.Result: total frames rendered.
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|  Texture Filter: BASE + LINEAR |
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Description:
Tests the triangle throughput with LINEAR texture filtering.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
(As some devices do not support this filtering mode, please check the results of "Bilinear filter test" to evaluate the numbers.)
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|  Texture Filter: BASE + NEAREST |
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Description:
Tests the triangle throughput with NEAREST texture filtering.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
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|  Texture Filter: LINEAR + LINEAR |
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Description:
Tests the triangle throughput with LINEAR_MIPMAP_LINEAR texture filtering.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
(As some devices do not support this filtering mode, please check the results of "Trilinear filter test" to evaluate the numbers.)
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|  Texture Filter: LINEAR + NEAREST |
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Description:
Tests the triangle throughput with LINEAR_MIPMAP_NEAREST texture filtering.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
(Please note: some devices do not support mipmaps and this filtering mode.)
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|  Texture Filter: NEAREST + LINEAR |
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Description:
Tests the triangle throughput with NEAREST_MIPMAP_LINEAR texture filtering.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
(Please note: some devices do not support mipmaps.)
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|  Texture Filter: NEAREST + NEAREST |
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Description:
Tests the triangle throughput with NEAREST_MIPMAP_NEAREST texture filtering.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
(Please note: some devices do not support mipmaps.)
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|  Texture Size: 64x64 |
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Description:
Tests the triangle throughput with different texture sizes.Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.Texture size: 64x64Texture filter: BASE+NEARESTResult: triangles/second
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|  Texture Size: 128x128 |
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Description:
Tests the triangle throughput with different texture sizes.Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.Texture size: 128x128Texture filter: BASE+NEARESTResult: triangles/second
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|  Texture Size: 256x256 |
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Description:
Tests the triangle throughput with different texture sizes.Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.Texture size: 256x256Texture filter: BASE+NEARESTResult: triangles/second
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|  Texture Size: 512x512 |
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Description:
Tests the triangle throughput with different texture sizes.Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.Texture size: 512x512Texture filter: BASE+NEARESTResult: triangles/second
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|  Texture Size: 1024x1024 |
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Description:
Tests the triangle throughput with different texture sizes.Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.Texture size: 1024x1024Texture filter: BASE+NEARESTResult: triangles/second
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|  Triangles: Flat Shaded + Color |
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Description:
Tests the triangle throughput with flat shaded and colored polygons.
Rotates a high polygon car (roughly 10000 triangles) with flat shaded triangles and no lights.
Result: triangles/second
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|  Triangles: Smooth Shaded + Color |
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Description:
Tests the triangle throughput with smooth shaded and colored polygons.
Rotates a high polygon car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Result: triangles/second
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|  Triangles: Textured |
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Description:
Tests the triangle throughput with simple texturing.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
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|  Triangles: Textured + Color |
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Description:
Tests the triangle throughput with textured and vertex color modulated polygons.
Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
Texture size: 256x256
Result: triangles/second
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