3DMark 11 Build 1.0.3

3DMark 11 is the latest version of the world’s most popular benchmark. Designed to measure your PC’s gaming performance 3DMark 11 makes extensive use of all the new features in DirectX 11 including tessellation, compute shaders and multi-threading. Trusted by gamers worldwide to give accurate and unbiased results, 3DMark 11 is the best way to consistently and reliably test DirectX 11 under game-like loads. Designed for testing DirectX 11 hardware running on Windows 7 and Windows Vista the benchmark includes six all new benchmark tests. The Basic Edition is free to use and allows an unlimited number of benchmark runs without registration or expiry. Upgrading your Basic Edition to the Advanced Edition unlocks all presets, benchmark looping, custom settings, unlimited online results storage, offline results management and much more. Professional use unlocks all features including custom testing options, unlimited test runs, automation and priority customer support. 3DMark 11 Professional Edition is the only edition licensed for commercial use.

On the BASIC tab you can select which preset to run and choose whether to run just the tests, just the demo or the complete experience. Running the complete experience will take 10–15 minutes depending on the system.
The ADVANCED tab lets you create custom benchmark settings. Note that benchmarking with custom settings will not produce a 3DMark 11 score. Nevertheless, there are many times when using custom settings can be useful for measuring your system’s performance.

The SELECTION panel lets you choose which parts of the benchmark you want to run. The SETTINGS panel lets you choose settings for various factors that influence the quality and weight of the benchmark loads. For all settings with a slider, moving the slider to the left lowers the quality and lessens the load while moving the slider to the right increases the quality and processing required.

• Resolution. Changes the rendering resolution. When using a resolution with an aspect ratio other than 16:9, the benchmark runs in a 16:9 letterbox.
• MSAA Sample Count. Changes the sample count used in multi-sample anti-aliasing. A sample count of 1 means that no anti-aliasing is performed.
• Texture Filtering Mode. Changes the filtering mode used when sampling textures. Anisotropic filtering provides better quality but requires more processing.
• Max Anisotropy. When anisotropic texture filtering mode is selected, this control sets the maximum filtering anisotropy. Larger values give better quality but requires more processing.
• Tessellation Detail. Adjusts the tessellation factors in all tessellated content. Higher values increase the amount of geometry detail generated with tessellation and the amount of rasterization work performed.
• Max Tessellation Factor. Sets the limit where all tessellation factors are clamped. Higher values increase the level of detail especially in objects near the camera.
• Shadow Map Size. Adjusts the size of shadow maps. Higher values increase the quality of shadows but require more processing for shadow map generation and shadow map sampling.
• Shadow Cascade Count. Sets the number of shadow cascades used in directional lights. Higher values increase the quality of shadows from directional lights but require more processing for shadow map generation and shadow map sampling.
• Surface Shadow Sample Count. Sets the number of shadow map samples used when rendering surface shadows. Higher values increase the quality of surface shadows but require more processing.
• Volumetric Illumination Quality. Adjusts the ray marching step count used when computing volumetric illumination. Higher values increase the quality but require more processing.
• Ambient Occlusion Quality. Adjusts the number of depth samples taken per pixel when computing screen space ambient occlusion. Higher values increase the quality but require more processing.
• Depth of Field Quality. Adjusts the resolution of the bokeh texture splatted on out of focus areas of the rendered image. It also adjusts the circle of confusion radius threshold for splatting bokehs based on half or quarter resolution source image. Higher values increase the quality but require more processing.
• Color Saturation. Adjusts the color saturation of rendered images. It does not affect the rendering workload.
• Loop. Runs selected content in loop. It does not affect the rendering workload.
• Demo Audio. Enables sound and music in the demo. It does not affect the rendering workload.
• Window Mode. Runs selected content in window mode.
• Vertical Sync. Enables synchronization of the frame buffer with the monitor’s vertical refresh rate. This eliminates screen tearing but can also decrease the frame rate.
• Triple Buffering. Enables triple buffering of rendered frames. This can improve the frame rate when vertical sync is enabled.
• Wireframe. Renders the selected content using lit wireframe models.

What’s new in 3DMark 11 v1.0.3:
- Bullet physics library updated to version 2.79 to improve compatibility with future CPUs and GPUs.
- For most systems containing multiple GPUs, for example integrated graphics and an additional discrete graphics card, the user can now select the GPU to be tested using a new option on the Help tab.
- Improved error handling and user messages for the most common compatibility issues.
- SystemInfo component updated to version 4.5 for improved compatibility with current and future hardware.
- New “More” tab with information about other Futuremark products and services.

3DMark 11 requires DirectX 11, a DirectX 11 compatible video card, and Windows Vista or Windows 7.

Homepage – http://www.3dmark.com

Size: 282 MB

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