THATS WHAT A BENCHMARK IS FOR! NOT TO BE INTELLIGENT CODED, BUT TO TEST OUT IF SOME HW CAN PERFORM WELL!!
Let me remind you:
a) 3Dmark shows of “Simulating gaming environment” label
b) 3Dmark consists of:
. - Four “Game” Tests
. - “Theorethical” Tests
c) 3Dmark (by design!) does not include results of the “Theorethical” tests in final result.
The “stressing hardware” in Futuremark’s way, means running “stupid” (naively inefficient) algorithms - just to give more (useless) workload for GPU.
This design is in obvious contradiction with the “Simulating gaming environment” slogan. Real games don’t do this (at least not intentionally ).
There is supposed to be excuse for it: the benchmark is said to try to give premise of performance also in future games. But this claim is obviously invalid - why should games start to use “stupid” algorithms in future? There will always be better uses for spare GPU power than wasting it.
Conclusion
If there exists any place for “stupid” algorithms, then it is in “Theorethical” test. Not in “Game” tests. 3Dmark’03 is simply inconsistent with its own assumptions.
3dmark gave a quest. nvidia cannot win that
I think it would be easy to create benchmark which “proves” nv3x is faster than R3xx. it could use shaders with complex swizzles (this would increase ins. count) , or use screen space derivatives, or “require” >=33 constants, or “require” >=33 texture samples (each would force R3xx to multipass).
Finally, at the end of the frame, it could cover half of the screen with DX7/8 game scene
But this is not the point. Real game engine programer would not “give quest” to IHVs, but would do completely opposite: in his own interest he would do his best to design and optimize code for HW he is targeting.
If “Game” benchmark is meant to be valid and fair, it should follow this way. Which 3DMark’s “Game” test doesn’t.
[This message has been edited by MZ (edited 05-29-2003).]