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3dmark06 - Is it normal to have 0.5 frames per second...

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Last response: in CPUs
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I know I get that.. it was totally gruesome on my P4 :cry: 

3dmark2006 is highly intensive on the CPU, that I've seen.

Pretty much a tough test to run on any CPU, I think.

Okay here are my specs,

pentium 4, @ 2.53 ghz
1 gig rdram
Nvidia 6800

Specs really dont matter though. I am more curious on how the test was designed. To those of you who have taken the test. What did you get?
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yeah, I was getting like 2-3 fps with my X2 3800+ OC'ed to 2.5 GHz. The CPU test does not tax the GPU more than normal desktop use, the CPU has to calculate like 500 objects or something like that.

Quote:
yeah, I was getting like 2-3 fps with my X2 3800+ OC'ed to 2.5 GHz. The CPU test does not tax the GPU more than normal desktop use, the CPU has to calculate like 500 objects or something like that.


Do you have a link for that test? 2-3 fps on the CPU test seems impossible to me. Maybe 1fps I can consider.

If i understand this correctly, the CPU test for 3dmark 06 is capped at 2.0 FPS. My Opteron 165 oc to 2.5 Ghz ran around 0.5 - 1 FPS. If i remember correctly

3DMark06 CPU Tests

* CPU Tests - Red Valley (requires full SM2.0 support or better)
Both CPU tests use our new game engine, and rely on AI, physics and game logic to generate a multi-threaded workload that can be distributed on multiple processors, cores or even on a single processor. Ageia PhysX library and D* Lite path finding AI algorithm are produce demanding CPU loads. Tests are run in a fixed frame rate of 2FPS for more equal CPU loading. Resolution is locked to 640x480 to decrease GFX influence of performance. The shader profile is locked to 2_0 and no dynamic shadows are used. The D* Lite AI algorithm generates unit path requests in a dynamic path finding grid, where each unit represents a moving obstacle, and paths sync back at 200ms-600ms intervals. The complexity of the path request fulfillment varies; the dynamic re-planning algorithm can re-use the state of previous searches. The Ageia physics uses 87 units and their rigid bodies at 20ms physics steps. Professional reviewers can disable a second CPU or other core of either a virtual or physical dual core system for comparable results regardless of the number of cores or CPUs.

CPU Test 1
The test uses a high level of path finding complexity, tight AI synchronization intervals over 40 frames, locked to fixed frame rate of 2FPS with a Shader Profile of 2_0 and a resolution of 640x480.

CPU Test 2
The test uses a lower level of path finding complexity, lax AI synchronization intervals over 60 frames, locked to a fixed frame rate of 2FPS with a Shader Profile of 2_0 and a resolution of 640x480.

Well, running 3dmark2006 I guess in the most extreme way, to contrast the difference between CPU and GPU when rendering game graphics.

But 2005 seems a lil more forgivable. :lol: 
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