
Videocard Test Information
Videocard Benchmark results (“Baselines”) were gathered from users’ submissions to the PassMark web site as well as from internal testing. PerformanceTest conducts three different tests and then averages the results together to determine the PassMark 3D Mark for a system. These tests make use of version 9 of the Microsoft DirectX 3D graphics library.
Three standard tests have been defined: Simple, Medium, and Complex.
|
Simple test |
Medium test |
Complex test |
Objects |
20 Spheres. (Textured bouncing balls) |
1 plane, 300 trees, terrain, water, sky |
7 planes, 600 trees, |
Display Mode |
Windowed |
Windowed |
Full screen |
Other features used |
Texturing, |
Stencil buffer, |
Vertex Shader 2.0 and Pixel Shader 2.0 effects. Stencil buffer, Alpha blending, Lighting, Fogging, Multitexture, Mip-mapping |
Resources information |
Each bouncing ball has an unique texture which requires 256KB of video RAM. Each bouncing ball object has 800 triangular polygons and 381 vertices. |
The terrain is formed by 32,258 triangular polygons (16,384 vertices). The water surface has 512 triangular polygons (1,350 vertices). Each plane object has 192 triangular polygons and 286 vertices. |
The terrain is formed by 32,258 triangular polygons (16,384 vertices). For VS 2.0 and PS 2.0* supported cards: the water surface will use 260,610 triangular polygons (131,072 vertices). Older cards will use the water surface from the Medium test. Each plane object has 192 triangular polygons and 286 vertices. |
*If Vertex Shader 2.0 and Pixel Shader 2.0 support is not available on the video card, the complex test will utilize simpler alternative effects and the benchmark score will be penalized.

