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FutureMark Talks 3DMark06

Web-site Interviews Futuremark

by Yaroslav Lyssenko

[ 11/11/2005 | 09:54 PM ]

In October 1998, a small company called Futuremark released its first graphics sub-system benchmarking tool – 3DMark99. Since then Futuremark and its applications have become de-facto standard in personal computers performance measurements not only by media and end-users, but even OEMs. Needless to say that many people across the world are tremendously interested in what to expect from the Finland-based benchmark creator.

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Beyond3D has managed to talk to the Nicklas Renqvist, benchmark development architect at Futuremark. Since more than a year has passed since 3DMark05 was released, the major questions were asked about Futuremark’s upcoming benchmarking tool for 3D graphics, which should once again become a major graphics cards performance guidance for the whole market.

“I don’t think it is a secret that we have been working very hard to bring out one more DirectX9 3D benchmark before we move over to the next big thing, Windows Vista. I don’t want to spill all the beans about the next 3DMark yet, since the benchmark is not done, and there are some things that may still change. The minimum required shader model will be 2.0, but we will also have a couple of graphics tests requiring SM3.0 with support for FP16 textures and blending of these,” says Nicklas Renqvist.

“We will introduce a plethora of new and improved effects in the next 3DMark. HDR is maybe one of the coolest new effects that we have done. We know that there are some games out already using HDR, but we wanted our HDR to “go to eleven” (one louder). We are using a very complex and advanced post-processing effect for our HDR rendering which makes it look absolutely amazing, and it really works like a charm,” Mr. Renqvist explained.

“Of course we also use tone mapping, which is essential in order to make HDR look correct. But we didn’t stop there. We also wanted to create some other mind-blowing effects such as subsurface scattering effect in the shaders, HDR refraction & reflection water shaders with depth fog, heterogeneous fog, realistic sky model with cloud blending, Strauss lighting model etc. A lot of new things we haven’t had in previous 3DMarks,” says benchmark development architect at Futuremark.

“Of course we also made a lot of work with the shadows, so we will be introducing an even better approach to dynamic soft shadows for every object on screen than we have in 3DMark05. We are really pleased with what we have been able to produce in such a short time, and I’m really looking forward to hear the reactions from our users and the media professionals,” adds Mr. Renqvist.

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