Tuesday, February 7, 2012

3DMark 11 Advanced Edition 1.0.3 Multilanguage

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3DMark 11 Advanced Edition 1.0.3 Multilanguage + Serial | 277 MB

3DMark11 is a PC benchmark suite designed to test the DirectX9 performance of your graphics card.
A 3DMark score is an overall measure of the capabilities of your system of 3D game, based on comprehensive real-time 3D graphics and processor tests. By comparing your score with those submitted by millions of other players, you can see how your gaming platform runs, making it easier to choose which updates the most effective or find other ways to optimize your system.

3DMark11 has been downloaded more than any other 3D benchmark and the database now contains ORB
over 8.5 million 3DMark06 benchmark scores from around the world.
3DMark is an essential tool for all fans of PC gamer equipment, or component manufacturer in the industry.

3DMark11 Advanced and Professional Edition Features

3DMark11 includes advanced Shader Model 2.0 and 3.0 graphics tests as well as single processor, multi-core processors and multiple tests in the 3DMark score.

With 3DMark06 Advanced and Professional Editions, you get a full suite of 3D tools for benchmarking games. All tests, settings and options needed to perform the analysis of accurate and reliable performance are included in an easy to use application.

Please note that all tests and options listed below can be found in editions of 3DMark06 Advanced or 3DMark06 professional. Please go to the "Buy it"-page for details of the Basic Edition.
Online Services 3DMark06

The ORB, a searchable database of online reference results is an essential part of the 3DMark experience. The ORB allows you to compare the performance of your PC with other similar systems by searching over 27 million results.

From the ORB comparison graphs, you can easily see how your PC's performance could be improved by upgrading a faster processor, adding memory or installing a more powerful graphics card for example.

Advanced and Professional Edition users benefit from advanced research and wonâ? ™ t see any banner ads while using the ORB.

SM2.0 Graphics Test 1: Return to Proxycon
This third person shooter emulation makes use of very complex SM2.0 shaders. The large interior spaces accommodate more characters for lots of action. With 26 lights in total, two are directional with a casting CSM (Cascading Shadow Maps), 12 point lights provide fill, shadow cast over using depth map shadows and 1024x1924x6 cube of material, some are masked and animated, and then spotlight 12 small non-overlapping shadows to produce a card game scene richly illuminated and shaded.

SM2.0 Graphics Test 2 - Firefly Forest
A large outdoor stage is dense vegetation and the grass is dynamically distributed and modified depending on the location of the camera. A pair of fireflies flit among the trees animated, branches and leaves dramatically highlighting the benefits of shadow maps cascade (MSC) and high resolution of shadow mapped point lights. The scene is illuminated with light casting CSM directional to create a moonlight effect. The two bright fireflies are shadow mapped point lights with cube-map masks. Material light diffusion method is used to wet the night sky. Blinn-Phong materials have thoughts using the searches for materials. The crushed material was diffuse, diffuse detail, normal and normal card details added. Rock surfaces have specular map added. The trees are like rock materials, but with an added diffuse cube map and no bump or specular map.

SM3.0 Graphics Tests 1 - Canyon Flight
The game engine updated supports SM3.0 shaders extremely complex in this test for exquisite HDR (High Dynamic Range) rendering effects, and highlight the advantage of dynamic shadows. This period style adventure game scene makes heavy use of shadows smooth. A massively complex outdoor canyon and navy visited very realistic HDR. Sky and atmospheric effects are based on a complex algorithm atmospheric light scattering with the mixture of clouds, adding great depth to the scene elements at bay. A heterogeneous fog effect creates deep moisture throughout the canyon. The water effects are recreated using HDR reflections and refractions, over a deep fog is used below the surface, and the water surface is distorted with two cards and scroll wave functions Gerstner. Particle effects of smoke and fire come from the airship. Dissemination of basement and a model Blinn-Phong shading with two normal maps and map color are used to the sea monster. Strauss shading is used for the captain, crew and airship. The canyon wall material uses three color maps, normal maps and three diffuse Lambertian shading. A directional light casting CSM is used to create the sun, producing dramatic dynamic shadows, while presenting the stimulatory effect of dynamic shadows on large round shapes.

SM3.0 Graphics Test 2 - Deep Freeze
This test simulates a scene of horror movie-like adventure and showcases CSM dynamic soft shadows for a long day of hitting night transition time. At sunset, the shadows dynamically increase the length for a very realistic effect. For the snowstorm, fog and heterogeneous particles with an added diffuse cube map are used. A simple algorithm atmospheric light scattering is used for the sky. Blinn-Phong shader with two normal maps, a color card and mailing of the basement is used for the material of the snow. And other metal surfaces to use Strauss shading model. A CSM directional light casting recreates sunlight. By mixing a pair of cube-maps (a diffuse, specular the other) an ambient effect is created.

CPU tests - Rouge Valley
Both tests rely on the CPU AI, physics and game logic to generate a workload that multithreading can be distributed across multiple processors, cores, or even on a single processor. Aegia PhysX library and D * Lite path finding algorithm AI are used to produce demanding CPU loads. Tests are run in a fixed rate of 2fps for loading CPU more equal. 640x480 resolution is locked to reduce the influence of the GFX performance. The profile is locked shader 2_0 and without dynamic shadows are used.
CPU 1 test:
The test uses a high level of path finding complexity, tight AI synchronization intervals over 40 frames, locked to a fixed rate of 2fps with a Shader Profile of 2_0 and a resolution of 640x480.
Test processor 2:
The test uses a lower level of the path finding complexity, lax AI synchronization intervals over 60 frames, locked to a fixed rate of 2fps with a Shader Profile of 2_0 and a resolution of 640x480.

Feature tests

Fill Rate (Single-Texturing)
The texture size 2x2 is used to reduce the bandwidth limiting performance. 64 quads cover the screen and are textured single and mixed additive.

Fill Rate (Multi-Texturing)
The texture size 2x2 is used to reduce the bandwidth limiting performance. Eight quads cover the screen and each quad has eight textures additively blended.

Pixel Shader
One of the most complex materials in the Shader graphics tests is the rock wall. It is a feature of separate test, indicating the change of light on the rough surface.

Vertex Shader (Simple)
This test does simple transformation and single light lighting on four high polygon models of sea monster. Each sea monster has more than one million vertices to transform and illuminate, so that the total workload is quite important.

Vertex Shader (Complex)
It illuminates, but also transform many straws of grass. Each straw is skinned and bent separately, more towards the tip of the straw, like straws real grass waving in the wind.

Shader Particles
This test runs simple particle physics in the pixel shader and then uses the results of vertex texture fetches. The use of graphics for the calculations of physics in games is increasing. Simple physics calculations are inherently parallelizable, allowing them to be implemented on the graphics hardware quite easily.

Perlin Noise
This test computes six octaves of Perlin noise three-dimensional simplex using a combination of arithmetic instructions and texture research. Perlin noise is a building block in many procedural texture and modeling techniques, which are expected to increase in popularity in future games.

All editions

* Fixed problem with SystemInfo which prevented the combined physical tests and walking.
* Fixed a problem that could cause a crash if the DirectX 11 API or. NET was not available.
* Fixed a problem that could cause a crash if the number of GPU system was unknown.
* Letterboxing and scaling now works with widescreen.
The user interface reference is now minimized when performing reference.
* Improved safety results when submitting to 3dmark.com.
* Added automatic update notification.
* Updated SystemInfo component to version 3.54.1.1.

Advanced and Professional Edition only

* Added option for manual selection GPU Count on the Advanced tab.
* Added mode selection scaling of the Advanced tab, choose from centered or stretched.
* Results tab now displays the individual scores for each of the six tests.

Professional Edition only

* Audio demo now works when running from the command line.
* Image quality tool now correctly handles unexpected parameters.
* Image quality tool now works with the reference rasterizer option.

3DMark 11 version 1.0.3 release notes

• Bullet physics library update to 2.79 to improve compatibility with current and future processors and GPU
• The option of manual selection GPU now available on the help-tab
• Updated SystemInfo module to version 4.6 with enhanced compatibility with current equipment and future
• Improved error handling and messages
• A new "Plus" with information on the new tab references Futuremark
• Professional Edition now requires activation online key verification

Requrirements minimum:

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



Link Download

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- OS: Microsoft Windows Vista or Windows 7
- Processor: 1.8 GHz dual-core Intel or AMD CPU
- Memory: 1 GB of system memory
- Graphics: DirectX 11 compatible graphics card
- Hard disk space: 1.5 GB
- Audio: Windows Vista / Windows 7 compatible sound card

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