Batch Size Test
The test renders a very simple scene very much un-optimized, targeting a weak spot in most graphics drivers available today. Graphics IHVs have for years educated game developers to render as large batches as possible. However, it would be beneficial if the rendering of smaller batches would be optimized too.
This test has been requested ever since developing 3DMark2001, but for this 3DMark version more than one BDP member asked for it. There are six runs of this test, where 128 meshes of 128x128 quads are draw with 8, 32, 128, 512, 2048 and 32768 triangles per batch.
The last two batch sizes should be considered an optimized one for most drivers today, but the smaller the batch sizes get, the slower the rendering will be. Color change state changes were added between the rendering batches to make sure DirectX doesn’t collapse the whole rendering into a single or very few batches. Early versions of this test without the state changes caused this, and gave quite obscure results. The test therefore also is somewhat dependent on how fast the driver does rendering state changes.