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3DMark (Windows) v1.1.0 update


FM_Jarnis

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Time to re-do those world records, now with 4 GPUs..

 

---

 

 

 

What's New in 3DMark Windows Edition v1.1.0

 

This update adds the Ice Storm Extreme test and fixes issues when testing systems with multiple GPUs. 3DMark scores will increase slightly on systems with two GPUs and significantly on systems with three or four GPUs.

 

NEW

The Ice Storm Extreme benchmark test has been added to 3DMark Advanced Edition. Ice Storm Extreme is a Direct3D feature level 9 benchmark test for Windows tablets, ultrabooks and notebooks. Ice Storm Extreme raises the rendering resolution from 720p to 1080p and uses higher quality textures and post-processing effects in the graphics tests to create a more demanding load for the latest mobile devices. You can compare Ice Storm and Ice Storm Extreme scores from Windows and Android devices.

 

FIXED

- 3DMark now works correctly on systems with up to four GPUs.

- Fixed the issue caused by Windows update KB2670838, which added partial DX11.1 support to Windows 7.

- Fixed a problem with the bloom post-processing effect when using very high rendering resolutions in custom settings.

 

Our mirrors should start deploying the new installer over the next hour or so. Steam version is already available. There is no differential installer - main DAT file was modified so the patch installer would be almost as large as the full installer anyway.

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Our mirrors will have it up shortly. We're going to update the download page as reports come in from mirrors

 

This should have it available on the next hour;

 

http://www.chip.de/downloads/3DMark_60223994.html

 

Edit: Not sure what's taking so long but anyway, the file should be all over in a bit. Steam already has the updated version.

Edited by FM_Jarnis
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BTW on a related note, if you are doing records on 4GPU with Fire Strike Extreme, note that each card should have at least 3GB onboard memory or you will see a performance hit from GPUs running out of memory.

 

Non-extreme Fire Strike should be fine with 2GB per card.

 

(single GPU still works fine with 1GB on performance and 1.5GB on extreme but per card memory use goes up with multi-GPU)

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Looks like Hall of Fame didn't get the memo about 1.1 yet... We'll have to fix that tomorrow. In the meanwhile, here are direct links to best 1.1 scores so far;

 

Fire Strike:

 

http://www.3dmark.com/hall-of-fame-2/fire+strike+3dmark+score+performance+preset/version+1.1

 

Fire Strike Extreme:

 

http://www.3dmark.com/hall-of-fame-2/fire+strike+3dmark+score+extreme+preset/version+1.1

 

I would imagine that the first run with 4x GTX Titan will be a new WR :)

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@Jarnis:

 

Nice! Waiting for the downloads :)

 

Anyway I want to ask about this :

(single GPU still works fine with 1GB on performance and 1.5GB on extreme but per card memory use goes up with multi-GPU)

 

Any explanation why the GPU memory usage goes up when doing multi-GPU? (isn't it supposed to be 'lower' since the GPUs are 'sharing' their rendering task? I have very little understanding about this)

 

Thx ;)

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Each card requires all assets (they cannot share memory).

 

As I understand the problem, in case where there are GPU physics simulation going on, each card has to have a copy of the simulation for each card. So in 4x SLI/Crossfire. Every card has to contain the state and assets of all four simulations (or really bad things happen...) - this takes extra RAM as stuff is copied between cards.

 

Mostly this shows up as small performance penalty for 2GB cards on Fire Strike Extreme in triple/quad sli/crossfire. Two card sli/crossfire is not a problem and even three might not show any major penalty but four and extreme preset pretty much needs 3GB cards to ensure this limitation doesn't influence performance.

 

Performance preset is no problem unless you have only 1GB cards (should be a fairly rare case these days)

 

...and even then it will work. It just won't have quite as good performance as cards with more memory would have.

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Just updated it, the Steam patch is differential, weigh in at 84.6MB :D

 

Yep. Sadly there is no standalone differential patcher as the InstallShield version used cannot do binary patches to files and the main DAT file was modified so... it would mean a huge installer even for just a patch.

 

So stand-alone is only available as full installer.

 

We're actively looking into using another installer in the future that can handle these things better.

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There's no memory pool to share it among all cards ^

 

Each card requires all assets (they cannot share memory).

 

As I understand the problem, in case where there are GPU physics simulation going on, each card has to have a copy of the simulation for each card. So in 4x SLI/Crossfire. Every card has to contain the state and assets of all four simulations (or really bad things happen...) - this takes extra RAM as stuff is copied between cards.

 

Mostly this shows up as small performance penalty for 2GB cards on Fire Strike Extreme in triple/quad sli/crossfire. Two card sli/crossfire is not a problem and even three might not show any major penalty but four and extreme preset pretty much needs 3GB cards to ensure this limitation doesn't influence performance.

 

Performance preset is no problem unless you have only 1GB cards (should be a fairly rare case these days)

 

...and even then it will work. It just won't have quite as good performance as cards with more memory would have.

 

Thx for the reply, will try it under 4-way 680 ;)

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you can also try deleting / renaming the 3Dmark user.config file

local drive -> users -> app data -> local -> then use search

 

Hello

 

Thanks for answering, but I've tried the 2 and still the same.

 

Keep giving the same problem

 

Unexpected error

System.Xml.XmlException: '.', hexadecimal value 0x00, is an invalid character. Line 111, position 23.

at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)

at System.Xml.XmlTextReaderImpl.ParseCDataOrComment(XmlNodeType type, Int32& outStartPos, Int32& outEndPos)

at System.Xml.XmlTextReaderImpl.ParseCDataOrComment(XmlNodeType type)

at System.Xml.XmlTextReaderImpl.ParseElementContent()

at System.Xml.Linq.XContainer.ReadContentFrom(XmlReader r)

at System.Xml.Linq.XContainer.ReadContentFrom(XmlReader r, LoadOptions o)

at System.Xml.Linq.XElement.ReadElementFrom(XmlReader r, LoadOptions o)

at System.Xml.Linq.XElement.Load(XmlReader reader, LoadOptions options)

at System.Xml.Linq.XElement.Parse(String text, LoadOptions options)

at Gui.MainWindow.ExecuteBenchmarkRun(BenchmarkXmlBuilder builder, Settings uiCustomSettings)

at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

at System.Windows.Controls.Button.OnClick()

at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)

at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)

at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)

at System.Windows.Input.InputManager.ProcessStagingArea()

at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)

at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)

at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)

at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)

at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)

at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)

at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)

at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)

at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)

at System.Windows.Application.RunInternal(Window window)

at System.Windows.Application.Run()

at Gui.App.Main()

System.UnhandledExceptionEventArgs

Edited by [DRACO]
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I have 1 request for the next patch.

 

When you have "automatically view results online" enabled you don't get a score shown in the GUI.

 

noscore_zpsf39152bd.jpg

 

Can you guys please fix it so that is shows the score in the GUI while still opening up the results in the browser?

 

that solution is there for this?

 

Serve tesselacion to MOA EMEA? ON OFF? What is valid?

 

Since the leaves not validate tesselacion OFF

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