The Visual C++ Redistributable Packages install runtime components of Visual C++ libraries that are required to run applications develo...
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Thursday, February 28, 2013
Futuremark 3DMark 11 Build 1.0.4
3DMark 11 is the Futuremark’s most popular benchmark in the world. 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. Also it designed for testing DirectX 11 hardware running on Windows 7 and Windows Vista the benchmark includes six all new benchmark tests. Benchmark presets offer a convenient way of scaling the benchmark load to provide relevant results for all levels of hardware. These pre-selected combinations of settings represent successively more advanced levels of visual quality. When running 3DMark 11 with one of the presets selected, the benchmark produces a score for that preset.
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.
• 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 v1.0.4: Improvements: - Keyboard focus is no longer checked during the demo or when running the benchmark in a loop. Note that if the display switches to the desktop due to a popup window during the benchmark, the run will still be aborted as the display mode is no longer the same. - 3DMark 11 now remembers the last custom resolution used. - GPU count detection for multi-GPU systems is now correct even when SystemInfo is explicitly disabled. - 3DMark 11 will now prevent Windows from entering Sleep during the test. - The license key is now reset when the benchmark is reinstalled, allowing removal of invalid keys. Compatibility: - SystemInfo updated to version 4.15 for full Windows 8 compatibility. - Updated DirectX redistributable. - Now using static Visual C++ 2010 runtime libraries to fix rare installation issues on some systems. - Removed dependency on EvaDotNet.dll and EvaDotNet.DirectX.dll for GPU enumeration to fix compatibility issues with some systems. Bug fixes: - Fixed display initialization code that caused “SetFullscreenState failed: DXGI_ERROR_NOT_CURRENTLY_AVAILABLE” errors on some systems. - Fixed several memory and texture leaks, improving stability during very long looping runs. - The HUD timer no longer rolls over if a single test takes more than ten minutes. (Yes, this could happen during the Combined Test on some low end DirectX 11 cards.)
3DMark 11 requires DirectX 11, a DirectX 11 compatible video card, and Windows Vista or Windows 7.