3D Graphics Benchmark v3.0 (PBR)
Next-Gen 3D Graphics Benchmark (PBR). Stress test your GPU with cinematic quality rendering. Features anti-cheat, virtual resolution, and enhanced shader complexity for accurate mobile and PC comparisons.
1,958
3D Geometry Stress Test
About 3D Graphics Benchmark v3.0 (PBR)
โ๏ธ v3.0 Core Upgrades
1. Version Management & Isolation
- Unified versioning: Managed via constant for easy extension to v4, v5
- Dynamic version tabs: Leaderboard automatically shows all supported versions (v1, v2, v3)
- Data isolation: v3 scores are calculated independently, without affecting historical data
2. Anti-Cheat Mechanisms
- FPS stability check: Scores only counted when FPS is stable within 24โ44 range
- Duration normalization: All tests are duration-agnostic for fair comparison
3. Virtual Resolution Enforcement
- Fixed render resolution: 1920ร1080, independent of window size
- Removed resolution bonus: Eliminates direct impact of window size on scores
- Fair testing environment: Mobile and PC compete at the same resolution
4. Enhanced Shader Load
- Geometry subdivision increased: From level 5 to 6, adding vertex processing pressure
- Enhanced PBR properties: Added clearcoat normal maps, sheen, index of refraction (IOR), etc.
- 2.5ร complexity: Leverages modern GPU parallelism to highlight generational differences
5. Scoring Algorithm Optimization
- Maintained scaling factor: Reduces impact of frame rate fluctuations
- Adjusted tier thresholds: Aligned with new score ranges (20k/60k/120k/240k)
This benchmark uses a Next-Gen PBR (Physically Based Rendering) engine to push your GPU with cinematic-quality stress tests.
โ๏ธ v2.0 Engine Upgrades
1. Physically Based Rendering (PBR) We no longer render simple plastic spheres. Every object now features complex Metalness, Roughness, and Clearcoat properties, simulating real-world material light interactions.
2. Extreme Shader Complexity
- Normal Mapping: Forces the GPU to perform extra vector calculations for every pixel.
- Multi-Light Array: 6 dynamic lights spiral through the scene, exponentially increasing lighting math.
- High-Poly Geometry: Each object has 16x more polygons than the previous version, stressing the vertex shader.
๐ Scoring Algorithm v2.0
Score = 30% Geometry + 70% Pixel/Lighting Performance
To match modern gaming loads, we have shifted weight away from raw geometry counts to shader complexity:
- Discrete GPU Advantage: Cards with powerful ALUs (RTX/RDNA) will see significant gains.
- Resolution Bonus: Running at 2K/4K yields higher scores due to the massive pixel processing load (great for testing flagship mobile GPUs).
- Version Isolation: v2.0 scores are approx. 1/7th of v1.0. The leaderboard automatically separates new and legacy scores.
๐ v1.0 Legacy
This tool pushes your GPU to its absolute limit by rendering a massive, dense cluster of 3D spheres.
โ๏ธ Under the Hood
1. Extreme Overdraw We compress thousands of spheres into a tiny space. This forces the GPU to redraw the same pixels dozens of times per frame, creating massive stress on Pixel Fill Rate and Depth Testing units.
2. Dynamic Load Balancing The engine automatically adjusts the object count based on real-time FPS. Whether you are on a mobile phone or an RTX 4090, it finds the exact "breaking point" of your hardware.
3. Modern Rendering Features (Forced On) To simulate real-world gaming loads, we enforce:
- Dynamic Point Lights: Complex shader lighting calculations.
- PCF Soft Shadows: Extra depth passes.
- High-Res Textures: VRAM bandwidth stress test.
๐ Scoring Algorithm (v1.0 Legacy)
Score = 40% Geometry + 60% Pixel Performance We use a new hybrid scoring system closer to modern API (DX12/Vulkan) loads:
- Resolution Weight: High-resolution displays (4K/Retina) receive significant score bonuses for their pixel filling power.
- Diminishing Returns: Simply stacking geometry no longer inflates scores infinitely; shader complexity is valued more highly.