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Benchmarks Used

Today's hardware supplied to the community is becoming faster and more powerful than most of us would ever imagine.  Therefore to ensure that you the reader have no unequivocal doubt in your mind to what the optimal performance of the hardware is; we use some of the best known professional benchmarks around which truly stretch these new hardware parts to their limits.  

In order to get the most out of all reviews we now conduct all tests in both Microsoft Windows in 64-bit mode only on the Professional Graphic's Workstation.   Some benchmarks we use are designed fully to run on 64 bit platforms and their results will be completely different to that of the 32 bit platform benchmark.  Therefore please take these points into very careful consideration when comparing results.

Current Awards

Professional Graphic Workstation Section

Single Processor Workstation

Dual Processor Workstation

Budget Entry     Budget Entry    
Entry Level     Entry Level    
Mid Range Boston BOXX 3DBOXX 4860 Xtreme   EDITORS CHOICE Mid Range  Scan 3XS SR-2 workstation  EDITORS CHOICE
High End   EDITORS CHOICE High End Boston BOXX 3DBOXX 8550 Xtreme

EDITORS CHOICE

Professional Graphic Cards

EDITORS
CHOICE

EDITORS
RECOMMENDATION

Highly Commended

Budget Entry Level Card      
Entry Level Card      
Mid Range Professional Workstation Card NVIDIA Quadro® 2000 ATI® FirePro™
V5800
 
Top End Mid Range Professional Workstation Card      
High End Professional Workstation Card NVIDIA Quadro® 4000 ATI® FirePro™
V7800
 
AMD FirePro™
V7900
Ultra High End Professional Workstation Card NVIDIA Quadro® 5000    
ATI® FirePro™
V8800
Super Ultra High End Professional Workstation Card NVIDIA Quadro® 6000 ATI® FirePro™
V9800
 

Mainboards

Multimedia  Single Socket

Intel® DX58SO2 Mainboard

EDITORS
CHOICE

Intel® Desktop Board DX79SI (X79 Chipset) EDITORS
CHOICE
 

Workstation Single Socket

 
Supermicro X9SCA Socket 1155 Mainboard EDITORS
CHOICE

Supermicro X8SAX Socket 1366 Mainboard

EDITORS
CHOICE
Intel® Workstation Board X58BP  EDITORS
RECOMMENDATION
 

Server Single Socket

 
Intel® Server Board S1200BT  EDITORS
RECOMMENDATION
 

High-End Workstation Dual Socket

 
Supermicro X8DA3 EDITORS
CHOICE
   

Mainstream Workstation Dual Socket

 
Supermicro X8DAi EDITORS
CHOICE
   

Hard Drives
(Spindle and Solid State)

High Performance Spindle Hard Disc

600GB Western Digital VELOCIRAPTOR®

EDITORS
CHOICE

 

Enterprise High Performance Spindle Hard Disc

 
Western Digital RE4 2 TB SATA Hard Drive (WD2003FYYS) EDITORS
CHOICE
 

Enterprise Green Spindle Hard Disc

 

WD 2TB RE4-GP Enterprise Hard Disc

EDITORS
CHOICE
 

 Media Green Spindle Hard Disc

 

Western Digital Caviar Green 2 TB SATA Hard Drive (WD20EARS)

EDITORS
CHOICE
 

Mobile Hard Drive

 
Western Digitals Scorpio Black 750GB EDITORS
CHOICE
 

Hard Drive Mass Storage Section

 

Western Digitals Caviar Green 3TB Hard Drive

EDITORS
CHOICE

NAS Mass Storage Section

Western Digital Sentinel DX4000 Small Office Storage Server EDITORS
CHOICE
 

Solid State Drives

 

High Performance Solid State Drive (SLC)

 
Intel® X25-E Extreme SATA Solid-State Drive EDITORS
CHOICE
   

High Performance Solid State Drive (MLC)

 

250GB Intel® Solid-State Drive 510 Series

EDITORS
CHOICE
Crucial 256GB m4 Series EDITORS
RECOMMENDATION
Crucial 256GB RealSSD C300 EDITORS
RECOMMENDATION

Entry Level Solid State Drive

 
OCZ Agility Series SATA II 2.5" SSD EDITORS
RECOMMENDATION
   

PCI Express Solid State IO Drives

 
Fusion-io ioDrive Duo EDITORS
CHOICE
   

Processors

Multimedia - Extreme Edition

Intel® Core i7- 990X Extreme Edition 3.46GHz Desktop CPU

EDITORS
CHOICE

2nd Generation Intel® Core™ i7 processor 3960X Extreme Edition

EDITORS
CHOICE
 

MID Range Performance CPU

 

2nd Generation Intel® Core™ i7 Processor 2600K (aka Sandy Bridge)

EDITORS
CHOICE
 

Performance Workstation High-End CPU

 

X5680 3.33GHz Intel® Xeon® Processor

EDITORS
CHOICE
   

Performance Workstation High-End Single Socket CPU

 

W3580 3.33GHz Intel® Xeon® Uni-Processor

EDITORS
CHOICE
   

Server Single Socket CPU

 
Intel® Xeon® Processor E3 Family (1280 - 3.5GHz) EDITORS
CHOICE
   
   
 
SPECviewperf® 11
What is This Thing Called "SPECviewperf®"?

SPECviewperf® is a portable OpenGL performance benchmark program written in C. It was developed by IBM. Later updates and significant contributions were made by SGI, Digital (Compaq, HP), 3Dlabs (Creative Labs) and other SPECopcSM project group members. SPECviewperf provides a vast amount of flexibility in benchmarking OpenGL performance. Currently, the program runs on most implementations of UNIX, Windows XP, Windows 2000, and Linux.

The OpenGL Performance Characterization (SPECopc) project group endorsed SPECviewperf as its first OpenGL benchmark. Performance numbers based on SPECviewperf were first published in the Q4 1994 issue of The GPC Quarterly.

SPECopc group member companies have ported the SPECviewperf code to their operating systems and window environments. The SPECopc project group maintains a single source code version of the SPECviewperf code that is available to the public.


Benchmarking with SPECviewperf

SPECviewperf parses command lines and data files, sets the rendering state, and converts data sets to a format that can be traversed using OpenGL rendering calls. It renders the data set for a pre-specified amount of time or number of frames with animation between frames. Finally, it outputs the results.

SPECviewperf reports performance in frames per second. Other information about the system under test -- all the rendering states, the time to build display lists (if applicable), and the data set used -- are also output in a standardized report.

A "benchmark" using SPECviewperf is really a single invocation of SPECviewperf with command-line options telling the SPECviewperf program which data set to read in, which texture file to use, what OpenGL primitive to use to render the data set, which attributes to apply and how frequently, whether or not to use display lists, and so on. One quickly realizes that there are infinite numbers of SPECviewperf "benchmarks" (an infinite number of data sets multiplied by an almost infinite number of command-line states).

Real-World Benchmarking

SPECopc project group members recognize the importance of real-world benchmarks. From the beginning, the group has sought benchmarks representative of the OpenGL rendering portion of independent software vendor (ISV) applications. Along these lines, the project group has come up with what it calls a viewset. A viewset is a group of individual runs of SPECviewperf that attempt to characterize the graphics rendering portion of an ISV's application.

Viewsets differ from SPECapc benchmarks in that they exercise only the graphics functionality of the application. This enables direct performance comparisons of graphics hardware. Since SPECviewperf does not require an application software license to run, it is accessible to a wider range of users than SPECapc benchmarks. It is also easier to use and runs faster than SPECapc benchmarks.

Viewsets are generally not developed by the SPECopc project group; they come from the ISVs themselves. Members of the SPECopc project group often "sponsor" the ISV. Sponsorship entails helping the ISV in several areas, including how to obtain the SPECviewperf code, how to convert data sets to a SPECviewperf format, how to use SPECviewperf, how to create SPECviewperf tests to characterize the application, how to determine weights for each of the individual SPECviewperf tests based on application usage, and finally to help offer the viewset to the SPECopc project group for consideration as a standard SPECopc viewset. Any ISV wishing to develop a viewset should contact gpcopc-info@spec.org.

Current viewsets center on popular CAD/CAM, visualization and digital content creation applications, including CATIA, EnSight, Lightwave, Maya, Pro/ENGINEER, SolidWorks, UGS NX and Siemens Teamcenter Visualization Mockup.
SPECviewperf® 11 Information

The SPECgpcSM project group's SPECviewperf 11 -- released in late June 2010 -- is totally new graphics performance evaluation software. Among the major changes are a new GUI, fully updated viewsets traced from newer versions of applications, larger models, and advanced OpenGL functionality such as shading and vertex buffer objects (VBOs).

Since the SPECviewperf source and binaries have been upgraded to support changes, no comparisons should be made between past results and current results for viewsets running under SPECviewperf 11.

SPECviewperf 11 has the following minimum requirements:

•OpenGL 1.5 plus extensions
•3GB of installed memory
•6GB available disk space
•1920x1080 screen resolution for submissions published on the SPEC website
Beyond the minimum requirements, the SPECgpc group has the following recommendations and advice:

•Run SPECviewperf 11 on a graphics card with at least 512 MB of graphics memory
•For testing on 32-bit Windows systems, set the "/3GB" flag with appropriately sized page file
•SPECviewperf 11 will intentionally exit if system performance is significantly lower than expected for a 3D workstation-class system
SPECviewperf 11 has been tested on the following operating systems (Note: Submissions for publication on SPEC’s website must be run on 64-bit operating systems):

•Microsoft Windows XP (32- and 64-bit)
•Microsoft Windows Vista (32- and 64-bit)
•Microsoft Windows 7 (32- and 64-bit)
•Red Hat Enterprise Linux Workstation 5.4
•SUSE Linux Enterprise Desktop 11 sp1
SPECviewperf® 11 Viewset Descriptions - Currently, there are eight standard SPECopc application viewsets:
Lightwave (lightwave-01).   The lightwave-01 viewset was created from traces of the graphics workloads generated by the SPECapc for Lightwave 9.6 benchmark.

The models for this viewset range in size from 2.5- to 6-million vertices, with heavy use of vertex buffer objects (VBOs) mixed with immediate mode. GLSL shaders are used throughout the tests. Applications represented by the viewset include 3D character animation, architectural review, and industrial design.
CATIA Viewset (catia-03) The catia-03 viewset was created from traces of the graphics workload generated by the CATIA™ V5 R19 and CATIA V6 R2009 applications from Dassault Systemes.

Three models are measured using various modes in CATIA. Phil Harris of LionHeart Solutions, developer of CATBench2003, supplied SPECgpc with the models used to measure the CATIA application. The models are courtesy of CATBench2003 and CATIA Community.

The models, ranging in size from 6.3- to 25-million vertices, use a variety of common CATIA graphics modes. Both CATIA V5 and V6 are represented using fixed pipeline and ARB vertex and fragment shaders.
EnSight Viewset (ensight-04) The ensight-04 viewset represents engineering and scientific visualization workloads created from traces of CEI's EnSight 8.2 application.

CEI contributed the models and suggested workloads. Models ranging from 36- to 45-million vertices are included in the viewset using display list paths through OpenGL. The last model uses GLSL shaders.

State changes as made by the application are included throughout the rendering of the model, including matrix, material, light and line-stipple changes. All state changes are derived from a trace of the running application.
Maya Viewset (maya-03) The maya-03 viewset was created from traces of the graphics workload generated by the SPECapc for Maya 2009 benchmark.

The models used in the tests range in size from 6- to 66-million vertices, and are tested with and without vertex and fragment shaders.

State changes such as those executed by the application -- including matrix, material, light and line-stipple changes -- are included throughout the rendering of the models. All state changes are derived from a trace of the running application
Pro/ENGINEER Viewset (proe-05) The proe-05 viewset was created from traces of the graphics workload generated by the Pro/ENGINEER Wildfire™ 5.0 application from PTC. Model sizes range from 7- to 13-million vertices.

This viewset includes state changes as made by the application throughout the rendering of the model, including matrix, material, light and line-stipple changes. All state changes are derived from a trace of the running application.
SolidWorks Viewset (sw-03) The sw-03 viewset was created from traces of the graphics workload generated by the Solidworks 2009 SP2 application from Dassault Systemes.

Model sizes range from 2- to 20-million vertices in a variety of commonly used SolidWorks render modes, including RealView, which makes use of GLSL shaders.

State changes as made by the application are included throughout the rendering of the model, including matrix, material, light and line-stipple changes. All state changes are derived from a trace of the running application.
Siemens Teamcenter Visualization Mockup Viewset (tcvis-02) The tcvis-02 viewset is based on traces of the Siemens Teamcenter Visualization Mockup application (also known as VisMockup) used for visual simulation. Models range from 10- to 22-million vertices and incorporate vertex arrays and fixed-function lighting.

State changes such as those executed by the application -- including matrix, material, light and line-stipple changes -- are included throughout the rendering of the model. All state changes are derived from a trace of the running application.
Siemens NX (snx-01) The snx-01 viewset is based on traces of the Siemens NX 7 application. The traces represent very large models containing between 11- and 62-million vertices, which are rendered in modes available in Siemens NX 7.

State changes such as those executed by the application -- including matrix, material, light and line-stipple changes -- are included throughout the rendering of the model. All state changes are derived from a trace of the running application.
Full Screen Anti-Aliasing and How it is Tested in SPECviewperf 10 - by Allen Bourgoyne

Below are a few brief snippets from the full article. The Full article may be found here. We strongly advise that you the reader actually take time in reading this full and interesting article to gain better understanding of what is actually being achieved.

SPECviewperf 10 includes new functionality to test performance for full-scene anti-aliasing (FSAA), a feature of most modern graphics cards. This document gives a brief description of FSAA, its benefits and limitations, and describes how to best interpret the results provided by SPECviewperf 10.

Interpreting SPECviewperf FSAA Test Results

SPECviewperf tests FSAA performance by running its standard test suite several times, setting the FSAA feature of the graphics card being tested to all possible FSAA sample values. If a graphics card supports up to 16 samples – supporting 16, 8, 4, and 2 samples – the test would run five times, running tests for 16, 8, 4, 2, and no samples.

The test is run with no FSAA enabled so that a baseline test result can be produced. The goal of the test is to determine what performance penalty, if any, enabling FSAA with a given sample rate incurs. During the individual tests, screen shots are captured. This allows the tester to review the effects that FSAA is having on the rendered image. It is important to note that as FSAA is altering the image, there is no way to automatically validate pixel accuracy of the images rendered. It is up to the tester to evaluate the individual image captures to determine if the FSAA-produced images for a given sample size are visually pleasing to the user. As mentioned earlier, a subjective evaluation is necessary as individual preference for the FSAA results plays a part with respect to the aesthetic quality of the images produced.

If the FSAA test produces a score that is within 10 percent of the non-FSAA score, under SPECviewperf 10 rules that score will be considered valid for the specific sample rate. If a SPECviewperf test score for a particular test is 20.0, for example, and the same test score with FSAA enabled with a sample of 8 produces 19.5, the official results will be listed as 20.0 with FSAA up to a sample of 8 enabled. Sample rates may affect individual tests differently with respect to performance, so each test will include the best FSAA sample rate score within the 10-percent threshold. If no sample rate falls within the 10-percent threshold, the test score will indicate that no FSAA sample rate achieved the performance threshold for this test.

In summary...

Full-scene anti-aliasing can be implemented in many ways, with varying results, even within a single graphics card vendor’s product line. Quality of images created with FSAA enabled is in the eyes of the beholder.

With its new testing for FSAA performance, SPECviewperf 10 relies on the tester to judge the visual quality of the image. FSAA performance is measured by the highest level of sampling achieved within 10 percent of the non-FSAA score.


Allen Bourgoyne is the Technical Marketing Manager for Workstation Graphics at AMD, and vice chair of the SPECopc project group.
 
Understanding the Impact of Windows Vista on SPECviewperf Performance Measurement - by Ian Willaims

Author’s note: The OpenGL ARB recently published an article clarifying the facts concerning OpenGL and Vista: http://www.opengl.org/pipeline/article/vol003_9/. The article is a good source for technical information on how OpenGL is implemented on Vista, and can be considered a pre-requisite for this article.

Windows Vista introduces many major new features that greatly improve user experience compared to Windows XP. Some of these features, however, affect performance benchmarking. This document aims to help SPECviewperf users better understand these features and how they impact performance measurement.

Inside Aero and DWM

A key feature of Windows Vista is the Aero user interface. Aero includes features such as transparent and blended windows, animated icons, and application preview. Because Aero is tightly integrated with the GPU, it is essentially a complete 3D application in itself, using much of the GPU’s capabilities and horsepower. Windows Vista’s Desktop Window Manager (DWM) is the underlying architecture and mechanism that enables Aero’s capabilities.

Workstations with Windows Vista pre-installed have the DWM and Aero enabled by default. The figure below from the OpenGL ARB article depicts the OpenGL and DX architectures and how they layer into the DWM and Aero.



As the diagram shows, in order to create the composited desktop, the 3D graphics content of all windows (OpenGL or DX) passes through the DWM. This allows the DWM to blend windows onto other windows and the desktop, as well as facilitate animated icons and other features.

Fundamental differences

Windows Vista architecture is fundamentally different than that for Windows XP, where the content of all 3D graphics windows is managed almost exclusively by the ICD graphics driver and no Desktop Window Manager exists. In XP, a 3D window represents a hole in the desktop as far as the operating system is concerned. The change in the DWM architecture between XP and Vista has two implications when benchmarking performance using SPECviewperf.

The first implication is that Aero, a 3D application itself, uses GPU resources and cycles that compete with those of an application such as SPECviewperf. Aero’s design and the architecture of the DWM tries to minimize this impact as much as possible, but it cannot mitigate the potential for resource and cycle conflict when comparing performance with benchmarks running on Windows XP.

The second implication arises because all XP benchmarks are run with what is frequently referred to as “vsync-disabled.” This means that the 3D content is being updated as soon as it is drawn, rather than waiting for a display blanking region where the new content can be updated without yielding a “tear” arising from seeing one (or more) frames at once. The vsync-disabled mode is desirable for SPECviewperf, since the purpose of the benchmark is to test graphics performance, and without vsync disabled the maximum performance would be the refresh rate of the display.

In Windows Vista, vsync is used with all applications, since otherwise the desktop display would tear and that is unacceptable in terms of user experience and quality. In situations where a window’s content is being generated significantly faster than the refresh rate of the display, a tear-free update of the desktop can be achieved in one of two ways.

The first is to limit the window content update to that of the monitor refresh. This forces vsync to stay on all the time, ensuring that the drawing rate will not exceed the monitor refresh rate. The second method is to display only the last frame created prior to the blanking region and drop all other pending frames. This approach has the advantage that it doesn’t gate the application drawing; clearly, however, not all generated frames are displayed. Windows Vista DWM implements the second of these two methods.

Because of architectural differences, simply turning vsync off on Windows Vista does not have the same effect or implication as it does on XP. The only way to ensure that an application rendering is not gated by the display refresh rate is to disable the DWM, which will also turn off the Aero interface. So when comparing XP and Vista performance on benchmarks that render faster than the monitor refresh rate, it is necessary to turn off the DWM to ensure an apples-to-apples comparison.


Representative benchmarking on Vista

Does this mean benchmarks on Windows Vista should always run with the DWM turned off? Absolutely not.

As mentioned earlier, a typical workstation with Windows Vista pre-installed is configured to have the DWM and Aero enabled by default so that all the new features and quality adjustments are available. As a result, adopting a policy of always turning the DWM and Aero off for benchmarking is not representative of how typical users would run applications on Windows Vista, and is counter to the aims of SPECviewperf.

Since the impact of the DWM and Aero is felt only when windows updates are faster than the display refresh rate, if the window updates are significantly slower than the display refresh rate, the impact of the DWM and Aero is minimal. Even when the window update rate is faster than the display refresh rate, the DWM doesn’t stop the GPU from creating the rendering content of the frames; it only drops multiple pending frames from being displayed. The GPU workload has already been executed; it is only the final display of the pixels that doesn’t occur.

One of the goals of SPECviewperf is to try to ensure that the workload is significantly lower than the display refresh rate, and viewsets are regularly refreshed to ensure this. It’s not possible to ensure that this will be the case at all times, however, since graphics and GPU development is very rapid and sometimes individual viewset subtests will perform faster than the refresh rate. This is why it’s important to understand the impact of Vista’s architecture, and not be tempted into making invalid comparisons between Vista and XP benchmarking results.

In summary...

Vista delivers to Windows users a radical change in features and quality, which is good for the workstation industry in general. Inherent in the new features is an architectural re-design that has two main implications when benchmarking on Vista compared with Windows XP:

1.   The impact of the Aero interface running concurrently with a benchmarked application; and
2.   The impact of the architectural design of the Desktop Window Manager in situations when an application window updates
      faster than the display refresh rate.

In order to provide true apples-to-apples performance comparison between a specific system configuration running under Windows XP and the same configuration running under Windows Vista, both the DWM and Aero should be disabled. Unfortunately, this does not represent the default nor desired user experience of professional workstation users running Windows Vista applications – most users will want the DWM and Aero turned on. Benchmarking in this case is perfectly valid, but these results should not be compared to those generated while running Windows XP, even if testing is done with the same hardware configuration.

Ian Williams is Senior Applied Engineer at NVIDIA and chair of the SPECopc project group, developer of SPECviewperf
Efficient rendering of geometric data using OpenGL VBOs in SPECviewperf

Display lists are created by a program and issued to the OpenGL client. Ultimately, however, they are processed by the GPU from a copy stored by the OpenGL server. This creates a doubling of data when compared with immediate mode. It also raises another issue: The size of the OpenGL server copy of the display list is not visible to the OpenGL program. This can cause issues when memory space is constrained.

As an alternative to display lists, OpenGL also implements vertex arrays. These allow vertex and attribute data to be grouped and treated as a block, which promotes some of the data transfer efficiencies afforded by display lists. Vertex arrays also allow data such as geometry and color to be interleaved, which can be convenient when creating and referencing. Unfortunately, vertex arrays prohibit assuming that any individual piece of data will not change. As a result, when drawing an object using vertex arrays, the data in the array must be validated each time it is referenced. This adds overhead into data transfer. Vertex arrays do not suffer, however, from the limitation of storing two copies of all data.

VBOs are intended to enhance the capabilities of OpenGL by providing many of the benefits of immediate mode, display lists and vertex arrays, while avoiding some of the limitations. They allow data to be grouped and stored efficiently like vertex arrays to promote efficient data transfer. They also provide a mechanism for programs to give hints about data usage patterns so that OpenGL implementations can make decisions about the form in which data should be stored and its location. VBOs give applications the flexibility to be able to modify data without causing overhead in transfer due to validation. When combined with programmability, VBOs extend OpenGL’s capabilities into new areas, such as modifying vertex data with previously rendered pixel data, and render to vertex array.

Detailed description of VBOs

The idea behind VBOs is to provide regions of memory (buffers) accessible through identifiers. A buffer is made active through binding, following the same pattern as other OpenGL entities such as display lists or textures.

VBOs provide control over the mappings and unmappings of buffer objects and define the usage type of the buffers. This allows graphics drivers to optimize internal memory management and choose the best type of memory – such as cached/uncached system memory or graphics memory – in which to store the buffers.

The binding operation converts each pointer in the client-state function into offsets relative to the current bound buffer. As a result, the bind operation turns a client-state function into a server-state function. The scope of data used by client-state functions is only accessible by the OpenGL client itself and other OpenGL clients are not able to access that client’s data. Because the VBO mechanism changes client-state functions into server-state functions, it is now possible to share VBO data among various clients. As a result, OpenGL clients are able to bind common buffers in the same way as textures or display lists.

The following is an outline of the key OpenGL calls associated with VBO usage:
  • glBindBuffer: This allows client-state functions to use binding buffers instead of working in absolute memory on the client side. Binding the buffer #0 switches off VBO and reverts to the usual client-state mode with absolute pointers.
  • glBufferData, glBufferSubData, and glGetBufferSubData: These functions control the size of the buffer data, provide usage hints, and allow copying to a buffer.
  • glMapBuffer and glUnmapBuffer: These functions lock and unlock buffers, allowing data to be loaded into them or relinquishing control to the server. A temporary pointer is returned as an entry to the beginning of the buffer, which also maps the buffer into client memory. OpenGL is responsible for how this mapping into the client’s absolute memory occurs. Because of this, mapping must be done for a short operation, and the pointer is not persistent and should be stored for further use.

    VBOs are intended to work with the following OpenGL target objects:
     
  • Array buffers (ARRAY_BUFFER): These buffers contain vertex attributes, such as vertex coordinates, texture coordinate data, per vertex-color data, and normals. They can be interleaved (using the stride parameter) or sequential, with one array after another (write 1,000 vertices, then 1,000 normals, and so on). glVertexPointer and glNormalPointer each point to the appropriate offsets.
  • Element array buffers (ELEMENT_ARRAY_BUFFER): This type of buffer is used mainly for the element pointer in glDraw[Range]Elements(). It contains only indices of elements.
  • These two targets should be set up so that the element arrays are available at the same time as array buffers in glDraw[Range]Elements(). The targets enable users to switch among various element buffers while keeping the same vertex array buffer. This can be used to implement LOD and other effects by changing the elements table while working on the same database of vertices.

Further detailed information can be found here

 
SPECapc for 3ds Max™ 2011

SPECapc for 3ds Max™ 2011 is performance evaluation software for systems running Autodesk 3ds Max 2011. It is available as a Professional Version and a Personal Version.

The Professional Version of SPECapc for 3ds Max 2011, available for $495 on this website, contains 58 tests for comprehensive measurement of modeling, interactive graphics, CPU and GPU performance. It includes a 32-million-polygon city scene that is modeled, rendered and displayed in real time, testing the limits of high-end workstations with powerful CPU/GPU combinations.

Licensees of the Professional Version of SPECapc for 3ds Max 2011 can publish benchmark results publicly and submit them for review and possible publication on the SPEC website.

The Personal Version of SPECapc for 3ds Max 2011 is available for $20 on this website. It is an easy-to-use benchmark that generates a single number from a subset of tests in the Professional Version. The Personal Version is designed for those seeking more information about 3ds Max 2011 performance, but who don’t have the need for a comprehensive test suite using large models and do not wish to publish test results.

New features in SPECapc for 3ds Max 2011 include:

  • Updated tests based on new functionality in 3ds Max 2011.
  • An improved user interface that makes it easier to configure and run tests.
  • Increased level of testing for shading and rendering in the Professional Version, including use of the Autodesk Quicksilver engine for accelerated CPU and GPU rendering.
  • Automated benchmark results compilation in the Professional Version.

A single score is reported for the Personal Version. Results for the Professional Version are derived by taking the total number of seconds to run each test and nomalizing it based on a reference machine, in this case a Dell Precision 690 workstation with 2.0-GHz Intel Xeon 5130 processor, 4 x 4GB FB-DIMM DDR2 SDRAM (ECC) memory, NVIDIA Quadra FX 570 graphics card, and 80GB Seagate 7200RPM hard drive. The normalization process ensures a scoring system where a bigger score is better. Composite scores for the Professional Version are reported for CPU, GPU and large-model (city scene) performance.

Recommended memory is 16GB for the Professional Version and 8GB for the Personal Version. The Professional Version is supported only on systems running the Microsoft Windows Win7 64-bit operating system. The Personal Version is unsupported, but it is recommended for Win7 32-bit and 64-bit.

More information and downloads
 

For more information, read the SPECapc for 3ds Max 2011 FAQs document or see the description page on the SPEC website.  To download either version of the benchmark, visit http://www.spec.org/benchmarks.html#gpc

SPECapc for SolidWorks 2007™

SPECapc for SolidWorks 2007™ is designed to represent a day in the life of a typical SolidWorks 2007 user. The benchmark was developed by SolidWorks. It is written in Visual Basic and C, and runs on Windows XP 32- and 64-bit platforms. The benchmark uses different-sized CAD/CAM solid models, the largest of which is an engine model with 3.13 million vertices.

Eight tests are included within the benchmark: I/O-intensive operations, CPU-intensive operations, and six different graphics tests. A single number is derived from a weighted geometric mean of the normalized score for all eight tests. Scores are also reported for each of the eight individual tests and for the geometric mean of the six graphics tests. The reference system for computing the normalized ratio is a 2.4GHz Intel Xeon, Intel 860 chipset running Windows XP SP2 with 2GB of PC800 ECC RDRAM, an NVIDIA QuadroFX 1000 graphics card, and a 40GB ATA/100 hard drive.

A fully licensed, released version of SolidWorks 2007 (Service Pack 0) is required.

MAXON Cinebench 11.5

What is MAXON CINEBENCH?
CINEBENCH is a real-world cross platform test suite that evaluates your computer's performance capabilities. CINEBENCH is based on MAXON's award-winning animation software CINEMA 4D, which is used extensively by studios and production houses worldwide for 3D content creation. MAXON software has been used in blockbuster movies such as Spider-Man, Star Wars, The Chronicles of Narnia and many more.    CINEBENCH is the perfect tool to compare CPU and graphics performance across various systems and platforms (Windows and Mac OS X). And best of all: It's completely free.

How Does MAXON CINEBENCH Work?
The test procedure consists of two main components - the graphics card performance test and the CPU performance test.

Main Processor Performance (CPU)
The test scenario uses all of your system's processing power to render a photorealistic 3D scene (from the viral "No Keyframes" animation by AixSponza). This scene makes use of various different algorithms to stress all available processor cores.   In fact, CINEBENCH can measure systems with up to 64 processor threads. The test scene contains approximately 2,000 objects containing more than 300,000 total polygons and uses sharp and blurred reflections, area lights and shadows, procedural shaders, antialiasing, and much more. The result is given in points (pts). The higher the number, the faster your processor.  You can find more specific technical information on this on the tech-page of CINEBENCH.

Graphics Card Performance (OpenGL)
This procedure uses a complex 3D scene depicting a car chase (by renderbaron) which measures the performance of your graphics card in OpenGL mode. The performance depends on various factors, such as the GPU processor on your hardware, but also on the drivers used. The graphics card has to display a huge amount of geometry (nearly 1 million polygons) and textures, as well as a variety of effects, such as environments, bump maps, transparency, lighting and more to evaluate the performance across different disciplines and give a good average overview of the capabilities of your graphics hardware. The result given is measured in frames per second (fps). The higher the number, the faster your graphics card.  You can find more specific technical information on this on the tech-page of CINEBENCH

  

 

  






SiSoftware Sandra (the System Analyser, Diagnostic and Reporting Assistant) is an information & diagnostic utility. It should provide most of the information (including undocumented) you need to know about your hardware, software and other devices whether hardware or software.

It works along the lines of other Windows utilities, however it tries to go beyond them and show you more of what's really going on. Giving the user the ability to draw comparisons at both a high and low-level. You can get information about the CPU, chipset, video adapter, ports, printers, sound card, memory, network, Windows internals, AGP, PCI, PCIe, ODBC Connections, USB2, 1394/Firewire, etc.

Using the latest version listed below are just some of the Benchmark Modules that we use.

  • CPU Arithmetic Benchmark (MP/MT support)

  • CPU Multi-Media Benchmark (including MMX, MMX Enh, 3DNow!, 3DNow! Enh, SSE(2)) (MP/MT support)

  • File System (Removable, Hard Disks, Network, RamDrives) Benchmark

  • Memory Bandwidth Benchmark (MP/MT support)

  • Cache & Memory Bandwidth Benchmark (MP/MT support)

PCMark 7 Tests

PCMark 7 includes a range of tests that give different views of your system’s performance. In the Advanced Edition you can choose which tests to run. The common use and hardware component tests are unavailable in the Basic Edition.

Overall system performance is measured by the PCMark test. This is the only test that returns an official PCMark score. The Lightweight test measures the system capabilities of entry-level systems and mobility platforms unable to run the PCMark test, but it does not generate a PCMark score.

Common use performance is measured by the scenario tests – Entertainment, Creativity and Production – each of which results in a scenario score

Hardware component performance is measured by the hardware tests – Computation and Storage – each of which results in a hardware score.

The PCMark test is a collection of workloads that measure system performance during typical desktop usage. This is the most important test since it returns the official PCMark score for your system.

Lightweight test. The Lightweight test contains a collection of workloads to measure the performance of systems unable to run the PCMark test. On entry-level desktops, tablets and notebooks, only one application tends to be in active use at a time and it is rare to run computationally heavy applications. The Lightweight test is ideal for benchmarking systems using the Windows 7 Starter operating system and is also compatible with Windows Vista. At the end of the test your system is given a Lightweight test score.

Entertainment test. The Entertainment test is a collection of workloads that measure system performance in entertainment scenarios. Individual workloads include recording, viewing, streaming and transcoding TV shows and movies, importing, organizing and browsing new music and several gaming related tasks. If the target system is not capable of running DirectX 10 workloads then those tests are skipped. At the end of the test your system is given an Entertainment test score.

Creativity test. The Creativity test contains a collection of workloads to measure the system performance in typical creativity scenarios. Individual workloads include viewing, editing, transcoding and storing photos and videos. At the end of the test your system is given a Creativity test score.

Productivity test. The Productivity test is a collection of workloads that measure system performance in typical productivity scenarios. Individual workloads include loading web pages and using home office applications. At the end of the test your system is given a Productivity test score.

Computation test. The Computation test contains a collection of workloads that isolate the computation performance of the system. At the end of the test your system is given a Computation test score.

Storage test. The Storage test is a collection of workloads that isolate the performance of the PC’s storage system. You can choose to test other storage devices in addition to the system drive. At the end of the test your system is given a Storage test score.

PCMark 7 includes 7 PC tests for Windows 7, combining more than 25 individual workloads covering storage, computation, image and video manipulation, web browsing and gaming. Specifically designed to cover the full range of PC hardware from netbooks and tablets to notebooks and desktops, PCMark 7 offers complete PC performance testing for Windows 7 for home and business use.

 
 

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