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Standard Performance Evaluation Corporation

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SPECapc for 3ds Max™ 8 measures performance based on the workload of a typical user, including functions such as wireframe modeling, shading, texturing, lighting, blending, inverse kinematics, object creation and manipulation, editing, scene creation, particle tracing, animation and rendering. The benchmark runs under both OpenGL and DX implementations of 3ds max 8, and tests all the components that come into play when running the application.

Test models within SPECapc for 3ds Max 8 range from simple primitives to complex objects and large scenes. Multiple repetitions are used to test the limits of graphics cards. Separate results are reported for CPU and graphics scores.

Upgrades in SPECapc for 3ds Max 8 include new models and functionality that reflect the content and workflow of today’s application users. The new benchmark results from the cooperative efforts of Autodesk, independent 3ds Max animators, and SPECapc members. Major new features include:

  • Larger models with greater complexity that provide more rigorous workloads for system components and better represent content created by 3ds Max professionals.
  • DirectX (DX) shaders that exercise advanced shader functionality within graphics systems.
  • Shorter run times achieved by streamlining code and eliminating tests that don’t contribute to a better understanding of system performance.
  • New and improved tests for radiosity, inverse kinematics and other advanced features in 3ds Max 8.

The total number of seconds to run each test is normalized based on a reference machine, in this case a 2.4GHz Intel Xeon with 2GB PC800 ECC RDRAM, 40GB ATA/100 hard drive, and NVIDIA Quadro FX 1000 graphics card. The normalization process ensures a scoring system where a bigger score is better. Composite scores are reported for interactive graphics and CPU rendering.

In addition to its member companies, SPECapc thanks Autodesk for contributing content and expertise to this benchmark, and to independent animators who created models, including Mike O’Rourke of Fritz Studio (www.fritzstudio.com), Andy Murdock of Lots of Robots (www.lotsofrobots.com), Gary M. Davis of visualZ (www.visualz.com), and Zack Baker.