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3DMark 2001

3DMark2001 spread over the Internet. Anyone could download the regular version of the test for free from the manufacturer’s website.

3DMark 2001

3DMark01
YOM: 2001
Developer: Futuremark Corporation
Platform: PC
Minimum system requirements:
Operating system: Windows® 98/SE/ME/2000/XP
Processor: x86 compatible processor, 500MHz
RAM: 128MB of RAM (256MB recommended)
DIRECT X: DirectX 8.0

Key features

DirectX 8 support
4 gaming tests
3 gaming tests may have different details
One gaming test requires a 3D accelerator developed for DirectX8 (GeForce3, for example)
DirectX8 Capability Tests - Vertex Shaders, Pixel Shaders and Point Sprites
DOT3 BbumpMapping
Full-Scene Anti-aliasing
DirectX Texture Compression
More advanced System Info that analyzes system information
Demo mode
Interactive demo mode (game)

3DMark2001 is the first test in its series where the camera changed its position. You saw a car speeding from behind, as if the camera was mounted above the bumper. Then the camera stood still, and your car rushed past it. And here you were monitoring from the front bumper of your car, and half of the screen was covered by the fender of the jeep.

3DMark 2001 Pro

GAMES

Name

Description units
3DMark 2001

Car Chase

The scene is copied from the movie "Terminator". The test uses real physics to make wheel bouncing and spinning feel real. All non-static objects have dynamic shadows, one-, two-, or three-layer texturing is used, as well as vertex shaders. In high detail, up to 204 polygons and up to 128 MB of 36-bit textures are simultaneously displayed on the screen. Compressed textures have four times the resolution.

Frames per second

3DMark 2001

Dragothic

This scene is very reminiscent of the game Drakan. The test uses global illumination. The characters are animated by morphing using vertex shaders. The test uses dynamic shadows; objects have up to three layers of textures. The human objects look very poor compared to the dragon. Depending on the detail, one frame can contain up to 342 polygons and up to 347 MB of 28.5-bit textures.

Frames per second
3DMark 2001

Lobby

Matrix, matrix and matrix again. The screenshot from this test was the very first one to appear for 3DMark2001. The guard objects are reminiscent of the enemies from Blood II, which means they are very simple. The characters use vertex shaders, their movements are created by a special algorithm that uses the CPU and a 3D card. Objects have dynamic shadows. The frame contains up to 93895 polygons and up to 12.2 MB of textures. A typical game scene in terms of complexity. Frames per second

3DMark 2001

Nature

Very beautiful nature scene. Previously, this was impossible, but we have entered the twenty-first century. And that's what GeForce3 is for. This scene is high detail only and uses vertex and pixel shaders, per-pixel terrain, cube maps and 4-layer texturing. One frame can contain up to 180 polygons and up to 938 MB of 40-bit textures. The test will not work on a video card with incomplete DirectX32 support. That is, GeForce8 recommended. Frames per second

Theoretical tests

3DMark 2001

FillRate

Fill rate is calculated for multi-texturing and regular texturing modes. In the first case, 64 textures are applied to one surface at maximum speed, so that if the video card can only apply 8 textures in one pass, the test will output 8 objects with 8 textures on each. In the second, one texture is applied to 64 surfaces. Millions of texels per second

3DMark 2001

High Polygon Count Tests

The scene is rendered with one or eight light sources. The scene has a minimum of textures so as not to run into fillrate. There are over one million polygons in the scene.

When eight lights are enabled, one is set as global and seven as spot lights.

Thousands of polygons per second

3DMark 2001

EMBM

Environmental Mapped BumpMapping is not supported by all modern video cards. Even GeForce2 GTS, which implements EMBM via..., sorry, via NSR, cannot pass this test. However, both the G400 and KYRO perform well here. This is a qualitative test, but the result is still the notorious FPS.

Frames per second

3DMark 2001

Dot3 Bump Mapping

A more correct way to display surface relief is Dot3 BM. This is a DirectX7 feature that is actively used in new games today. Dot3 Bump Mapping is supported by most video cards, so the test, unlike the previous one, will run on any computer. Frames per second

3DMark 2001

Vertex Shader

This scene clearly demonstrates the use of vertex shaders. Using this feature, it is possible to obtain an infinite number of similar transformations of other objects. In this scene there are a hundred models of the hero from the Lobby test, which walk around and shoot at each other. Despite such a large number of objects, the scene is rendered quickly and smoothly. Frames per second

3DMark 2001

Pixel Shader

Pixel shaders are a relatively new word in 3D graphics. Using pixel shaders, you can get a realistic image of relief objects. This test just demonstrates the possibility of creating an image of real sea water. To run this test, you need a video card that is fully DirectX8 compatible. Frames per second

3DMark 2001

Point Samples

Today's video cards mostly support hardware processing of particle systems - Particle Systems. Particle systems are widely used to create smoke effects, explosions, water splashes and others. This scene illustrates another application of particle systems - creating a three-dimensional object. The body of a horse (horse?) contains 500 particles, each 000 pixel in size. The result is the processing speed of a given system. Frames per second
 

Image Quality

Unlike previous versions of 3DMark, there are no theoretical tests - filtering, texture mapping, and so on. Picture quality is compared using four screenshots from four game tests. For comparison, there are samples of picture quality both with anti-aliasing enabled and without it.

Comparing images is just as inconvenient as in previous versions of 3DMark.

Comparison with samples visually

Demo Fashion

3DMark 2001

This is probably the first demo from MadOnion that is truly enjoyable to watch.

It's nice because it uses scenes that weren't used in tests. Of course, there is no that attractive girl who walked so beautifully in 3DMark2000, but there are also no errors that were in previous tests.

Honestly, the demo is a pleasure to watch. Beautiful, complex objects, although too much time on the screen is taken up by all sorts of texture effects, but this is so for clarity.

But what is really a big plus is the ability to watch a nature scene without the support of pixel shaders.

This is truly impressive. And even if the textures on the stones of the garden hurt the eye, but seeing the swaying grass, flying butterflies and leaves on the trees is not just pleasant, but even very pleasant.

I will never forget the first time I saw this scene after downloading the test from the Internet. Resolution 1024x768x32, specific brakes, but you don't notice them. You just see what the MadOnion programmers have been doing all these long months.

The scene from the movie "The Matrix" (Lobby) is more complete in demo mode. And all because the programmers initially created it specifically for the demo mode, and then decided to do the corresponding test.

An interesting moment in the demo: before the scene from the matrix, the program writes a golden phrase: Insert Disk 2. Very funny. And that's true.

As for the music, my subjective opinion is this: it was better in 3DMark2000. In the 2001 version of the test, the music is not so strong, although it is also not bad. Here, two MP3 files set the entire soundtrack - not only music, but also shots in the Matrix scene.

It’s probably worth mentioning about the game mode. For the first time in the test, it became possible to also play, looking at the performance along the way. In game mode, the first test scene becomes available to you - car racing. Of course, the TOYONION jeep is not a Porshe, but it does have four homing missiles.

If you call the new project “Holy Cow!”, then the race will move from a destroyed city to a green clearing, and instead of robots, you will be targeted with fire... by flying cows. By the way, this way you can play demo mode without registering a test.

3DMark 2001

3DMark 2001

3DMark 2001
3DMark 2001

3DMark 2001