SPECapc for 3ds Max 9 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 9, and tests all the components that come into play when running
the application.
Test models within SPECapc for 3ds Max 9 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.
The latest benchmark incorporates upgrades made in SPECapc for 3ds Max 8, including new models and functionality that reflect the content and workflow of today’s application users. The upgrades resulted from the cooperative efforts of Autodesk, independent 3ds Max animators, and SPECapc members. Major new features carried over from SPECapc for 3ds Max 8 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.
The total number of seconds to run each test is normalized based
on a reference machine, in this case a system with a 2.4-GHz Intel Xeon, Intel 860 chipset running Windows XP SP2 with 2GB of PC800 ECC RDRAM, an NVIDIA QuadroFX 1000 graphics card, and a 40GB ATA/100 hard drive. 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.
|