3DMark06 Under the Magnifying Glass

Forward Looking - Looking Forward, Continued

TOM'S HARDWARE: "Looking back to vertex processing, 3DMark has always pushed the envelope with the number of polygons. Futuremark states that "the average number of polygons in every frame of the game tests is way over 1,500,000". However, graphics cards have not been increasing their number of vertex processors, while the pixel processing units have grown by leaps and bounds. Techniques have changed the way developers deal with their scenes. With this in mind, what direction does Futuremark feel the gaming industry will move: polygons or programming techniques? How did Futuremark take this into account with 3DMark06?"

Nick: "From a developer's point of view, we want more of everything! A healthy mixture of polygons and new programming techniques is perhaps the best route, but it solely depends on the content. We still use quite a lot of polygons per test in 3DMark06, since they are based on the scenes from 3DMark05. I believe that the gaming industry will move forward using both: more polygons and more programming techniques (where applicable). Some say that it is okay to have square-looking heads on characters, but I personally dislike it. No matter what feasible programming techniques are used, the head will still be a square. I know of some neat techniques for getting heads to look round even with very few polygons, but such techniques aren't really feasible, at least not yet."

TOM'S HARDWARE: "Where do you see the next level of lighting and HDR moving? What is Futuremark exploring for its next benchmark? There is another release slated for DX10, correct?"

Nick: "We are very excited about the future and new innovative techniques. We are currently experimenting with a lot of new stuff, which I can't really comment on. All I can say is that what I have seen running in real time on our lead programmers' systems is beyond mind-blowing."

TOM'S HARDWARE: "Are there any features you would have liked to add into 3DMark06?"

Nick: "There is always a bunch of features and effects that are left out. When we start designing a new 3DMark, we have a bag full of features and effects we would like to use. During development, we might notice that a certain effect or feature is not that useful after all, and it wouldn't be feasible to spend several weeks (or months) on developing a feature that is not "in your face", so it will be dropped. I am still very happy with the number of new and fresh effects and features we have in 3DMark06. The heterogeneous fog, sub-surface scattering effect, HDR and so forth all contribute to what you see running in real time on your monitor."

TOM'S HARDWARE: "People always ask this, and I did in my youth: Will Futuremark ever produce a stand alone game title like Battle for Proxycon?"

Nick: "I'd love to produce games of all our scenes! Currently, though, we have no plans to produce or release a game based on Proxycon. I won't say "never", since you never know what the future holds..."

TOM'S HARDWARE: "Can we expect 3DMark07 to debut some time after DX10 comes out?"

Nick: "I can't really comment on this one other than to say '3DMark will return'."

TOM'S HARDWARE: "Thank you for the time, effort and thought that went into answering these questions."

Nick: "Thanks, and I wish you and your readers a great year, and keep your eyes open for more new products and announcements from Futuremark in 2006!"