Viccet félretéve:
"The current implementation in the next 3DMark is using shadow maps, but we are using a different technique than we did in 3DMark05. In 3DMark05 we used something called LiSPSM (Light Space Perspective Shadow Maps), whereas in the next 3DMark we use something called CSM (Cascaded Shadow Maps). In the next 3DMark we use 5 pieces of 2048x2048 shadow maps (in 3DMark05 we only use 2). The two approaches are great, but CSM seems to be even better and more robust than LiSPSM."
"Our HDR implementation requires full SM3.0 support and FP16 textures & blending. This means that it won’t be possible to run the HDR tests with SM2.0 cards or SM3.0 cards without support for FP16 textures & blending. We wanted to take use of the new features of the latest hardware, and didn’t want to start making any "fallbacks" to SM2.0. Besides, the shaders in the HDR tests are so complex that they wouldn’t even be possible to get to work with SM2.0 hardware anyway. We never even considered that as an option. I personally think HDR is a great thing, and urge every developer out there to go for it! If it’s done right, it can open up many new doors of visual treats for gamers. I have read many discussions about HDR on the net, and there seems to be very mixed opinions of what HDR really is/does. Most users think HDR is simply a new "better" bloom effect than what was possible on SM1.X/2.0 hardware. That’s not entirely wrong, but certainly not the whole truth. HDR done right can make the whole game/scene look stunning. In the next 3DMark we wanted to let our artists go wild with the possibilities that HDR gives them. We have some scenes where we are reaching extremely high dynamic values, and it really shows off."
"The next 3DMark will require 256MB to ensure that there is no unnecessary swapping going on (System RAM <-> Video RAM). According to our mission of producing forward looking benchmarks to show performance of new hardware, we wanted to take a leap forward, and let the artists have more freedom to create visually stunning content. This doesn’t mean that the next 3DMark won’t run on 128MB hardware, but the performance hit can be quite severe. Several games are already limited by the amount of VRAM (at very high detail settings, which is comparable to the detail level in the next 3DMark), so I don’t see any problems with our decision. It is a known fact that VRAM has an impact on performance if the game is using a load of huge textures & data. Enable AA & AF on top of that and you need 512MB to have acceptable fps. The way we see it is that 256MB is nowadays the standard/default amount of VRAM for relatively high-end cards. 128MB was still a pretty decent amount 1-2 years ago, but things have changed pretty rapidly since. I wouldn’t be surprised if 512MB would be seen as a new standard/default in less than 2 years. Bring on 1GB cards!"
Tehát ők már az 1GB VRAM-os videókártyákra gyúrnak, lehet, hogy 128 megás karin el sem fog indulni a teszt.