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