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Скачать или смотреть 3DMark Fire Strike Extreme Demo Graphics CPU Combined Tests 3DMark 2016

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  • 2018-05-17
  • 98
3DMark Fire Strike Extreme Demo Graphics CPU Combined Tests   3DMark 2016
3D PC graphics demo
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Описание к видео 3DMark Fire Strike Extreme Demo Graphics CPU Combined Tests 3DMark 2016

3D PC graphics demo (rolling) / benchmark from 2016 by 3DMark
Original highest quality settings
Demo (with sound) / Graphics CPU Combined Tests (no sound)
High quality encoding for use with big screens
Authentic with loading screens
(DirectX 11, Fire Strike is the new showcase DirectX 11 benchmark for high-performance gaming PCs. Graphics test 1 focuses on geometry and illumination. Particles are drawn at half resolution and dynamic particle illumination is disabled. There are 100 shadow casting spot lights and 140 non-shadow casting point lights in the scene. On average, 3.9 million vertices containing 500,000 input patches for tessellation are processed per frame resulting in 5.1 million triangles being rasterized either to the screen or to the shadow maps. Compute shaders are invoked 1.5 million times per frame for particle simulations and post processing. On average, 80 million pixels are processed per frame, which is lower than in Graphics test 2 as there is no depth of field effect. Graphics test 2 focuses on particles and GPU simulations. Particles are drawn at full resolution and dynamic particle illumination is enabled. There are two smoke fields simulated on GPU. Six shadow casting spot lights and 65 non-shadow casting point lights are present. On average, 2.6 million vertices containing 240,000 input patches for tessellation are processed and 1.4 million primitives are generated with geometry shaders. That results in 5.8 million triangles being rasterized per frame on average. Compute shaders are invoked 8.1 million times per frame for particle and fluid simulations and for post processing steps. On average, 170 million pixels are processed per frame. Post processing includes a depth of field effect. Physics test benchmarks the hardware’s ability to run gameplay physics simulations on the CPU. The GPU load is kept as low as possible to ensure that only the CPU is stressed. The Bullet Open Source Physics Library is used as the physics library for the test.
The test has 32 simulated worlds. One thread per available CPU core is used to run simulations. All physics are computed on CPU with soft body vertex data updated to GPU each frame. The Physics test uses the Bullet Open Source Physics Library.
Combined test stresses both the GPU and CPU simultaneously. The GPU load combines elements from Graphics test 1 and 2 using tessellation, volumetric illumination, fluid simulation, particle simulation, FFT based bloom and depth of field. The CPU load comes from the rigid body physics of the breaking statues in the background. There are 32 simulation worlds running in separate threads each containing one statue decomposing into 113 parts. Additionally there are 16 invisible rigid bodies in each world except the one closest to camera to push the decomposed elements apart. The simulations run on one thread per available CPU core.
Combined test uses the Bullet Open Source Physics Library)

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