Benchmarking Mastery with 3DMark: 🔥 Fire Strike, ☁️ Cloud Gate, and ❄️ Ice Storm

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3DMark
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3DMark (2022)
Duration: 42:55
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In this video, we're diving into the latest iteration of 3DMark, the renowned benchmarking tool that has evolved into a comprehensive service for all Futuremark benchmarks since its 2013 launch. We'll explore the first released tests, including Fire Strike Ultra, Cloud Gate, and Ice Storm and see how good they still look. Join us as we examine how 3DMark continues to set the standard in measuring the power and performance of gaming PCs and mobile devices alike.

Info on 3DMark:
🔗 https://s3.amazonaws.com/download-aws.futuremark.com/3dmark-technical-guide.pdf (2021 technical guide)
🔗 https://s3.amazonaws.com/download-aws.futuremark.com/3DMark_Technical_Guide.pdf (2018 technical guide)
🔗 https://www.anandtech.com/show/6726/3dmark-for-windows-launches-we-test-it-with-various-laptops

Fluid and smoke simulation research papers:
🔗 https://web.stanford.edu/class/cs237d/smoke.pdf
🔗 https://pages.cs.wisc.edu/~chaol/data/cs777/stam-stable_fluids.pdf

Windows RT info:
🔗 https://en.wikipedia.org/wiki/Windows_RT

Info on HBAO:
🔗 https://www.nvidia.com/en-gb/geforce/technologies/hbao-plus/technology/

Info on FXAA:
🔗 https://www.digitaltrends.com/computing/what-is-anti-aliasing/#:~:text=Fast%20Approximate%20Anti%2DAliasing%2C%20or,to%20clean%20up%20jagged%20edges

3DMark Legacy Benchmarks:
🔗 https://benchmarks.ul.com/legacy-benchmarks

3DMark History:
🔗 https://en.wikipedia.org/wiki/3DMark

Previous video on 3DMark11:
https://youtu.be/zwwbF1hIwoY

Info on Tessellation:
https://www.youtube.com/watch?v=OqRMNrvu6TE
🔗 https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
🔗 https://en.wikipedia.org/wiki/Tessellation_(computer_graphics)
🔗 https://computergraphics.stackexchange.com/questions/2018/what-is-tessellation-in-computer-graphics
🔗 https://www.khronos.org/opengl/wiki/Tessellation
🔗 https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation

Further info on Tessellation and Domain + Hull shaders:
🔗 https://developer.download.nvidia.com/presentations/2009/GDC/GDC09_D3D11Tessellation.pdf
🔗 https://www.reedbeta.com/blog/tess-quick-ref/
🔗 https://gamedev.stackexchange.com/questions/112243/what-are-hull-domain-and-geometry-shaders-used-for
🔗 https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/domain-shader-stage--ds-
🔗 https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/hull-shader-stage--hs-

And ATI's TruForm Tessellation & GCN tech:
🔗 https://en.wikipedia.org/wiki/ATI_TruForm
🔗 https://en.wikipedia.org/wiki/Graphics_Core_Next

Info on UE5's Nanite:
🔗 https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine?application_version=5.0
🔗 https://blog.lidia-martinez.com/unreal-engine-5-demo-explained

Info on Mesh Shaders:
🔗 https://www.pcgamer.com/mesh-shaders-explained/
🔗 https://cdn.mos.cms.futurecdn.net/SE8EVPzGtxkLcrAG6tMisT-1200-80.jpg.webp
🔗 https://devblogs.microsoft.com/directx/coming-to-directx-12-mesh-shaders-and-amplification-shaders-reinventing-the-geometry-pipeline/

Info on Geometry Shaders:
https://www.youtube.com/watch?v=5Ruv2H9lkGA
🔗 https://www.khronos.org/opengl/wiki/Geometry_Shader
🔗 https://gamedev.stackexchange.com/questions/187584/has-the-geometry-shader-been-abandonded

Info on DirectX11:
🔗 https://developer.nvidia.com/content/walk-through-direct3d-sdk-11
🔗 https://d29g4g2dyqv443.cloudfront.net/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_From%20Terrain%20to%20Godrays%20-%20Better%20Use%20of%20DirectX11CantlayTatarinov.pdf

History of DirectX:
🔗 https://en.wikipedia.org/wiki/DirectX

Info on Deferred Shading:
🔗 https://learnopengl.com/Advanced-Lighting/Deferred-Shading
🔗 https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm

Info on Phong reflection model:
🔗 https://en.wikipedia.org/wiki/Phong_reflection_model

Info on Rayleigh Mie Scattering model:
🔗 https://en.wikipedia.org/wiki/Mie_scattering#:~:text=The%20Rayleigh%20scattering%20model%20breaks,intensity%20of%20the%20scattered%20radiation

FFT Bloom details:
🔗 https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/PostProcessEffects/Bloom/
🔗 https://en.wikipedia.org/wiki/Fast_Fourier_transform

My Gaming Rig:
🖥️ CPU: AMD Ryzen 7700X
🌀 Cooler: Noctua NH-U12A
🔥 RAM: Kingston FURY Beast 32GB DDR5
📀 SSD1: WD Black SN770 2TB
📀 SSD2: Crucial P2 2TB
🔌 Motherboard: Gigabyte X670 AORUS ELITE AX
🎮 GPU: NVIDIA RTX 4090 24GB VRAM
⚡ PSU: ASUS ROG STRIX 1000W 80 Plus Gold
🌌 Case: Lian Li PC-O11 Dynamic Razer Edition

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#RTX4090 #3DMark #DirectX11







Tags:
3DMark
DirectX 11
Benchmarking Software
Futuremark
PC Performance
Gaming PCs
Fire Strike Ultra
Cloud Gate
Ice Storm
Advanced Graphics
GPU Testing
PC Benchmarking
Graphics Benchmark
Technology Review
Game Testing
Hardware Assessment
3DMark 2013
GPU Benchmark
Performance Metrics
Gaming Technology



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