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Lightsmark
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powerarmour
--[papameister]--
Mod Squad
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Joined: 13 Oct 2002
Posts: 10635
Location: Surrey, UK 'MGS4 Rocks'

PostPosted: Sat Nov 10, 2007 8:36 pm    Post subject: Lightsmark

A cool new OpenGL 2.0 benchmark here :-

Quote:
Natural lighting makes artificial graphics life-like. Computers get faster, but rendering more polygons doesn't add value if lighting looks faked, so insiders know that the next big thing is proper lighting aka Realtime Global Illumination. Typical workloads in realtime rendering will shift. Lightsmark simulates it. Global Illumination renders often take hours. Is your computer fast enough for realtime?
Before Lightsmark, realtime global illumination was limited to small scenes, small resolutions, small speeds, specially crafted scenes with handmade optimizations. Lightsmark breaks all limits at once, running in reasonably sized scene (220000 triangles) in high resolution (1680x1050) at excellent speed (100-400fps). Lighting is computed fully automatically in original unmodified scene from 2007 game World of Padman, not tweaked for Lightsmark and with all sorts of geometrical difficulties, with extra rooms hidden below floor etc.


http://dee.cz/lightsmark/
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impar
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Joined: 21 Mar 2003
Posts: 17108
Location: Portugal

PostPosted: Sat Nov 10, 2007 11:13 pm    Post subject:

Greetings!

306,9 at 1280x1024
255,2 at 1680x1050

PS: Moved to Overclocking (Benchmarks). Wink


Last edited by impar on Sat Nov 10, 2007 11:14 pm; edited 1 time in total
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