Bonjour, et bienvenue sur ce test unique consacré à Unigine v0.4.
Les avantages de Unigine sur 3D Mark :
-il est gratuit
-il permet contrairement à 3D Mark de paramétrer la qualité comme le HDR, option qui n'est pas disponible dans la version standard de 3D Mark !
-la qualité : contrairement à 3d mark qui vous fait le très connu cpu test avec des saccades pas possibles : 1fps : quel miracle ! Unigine émerveille par la qualité de ces animations. Testez le !
les caractéristiques de Unigine
Render General
* Multiple API render (all features are supported for all APIs): o Direct3D 9 o Direct3D 10.1 o OpenGL * Support of GLSL and HLSL shaders * Geometry shaders support * Performance profiler * Auto detection of GPU capabilities * Supported video cards: o NVIDIA GeForce 8400 - 8800 (G8x-G9x) o NVIDIA GeForce 7100 - 7950 (G7x) o NVIDIA GeForce 6100 - 6800 (NV4x) o ATI Radeon HD 3400 - HD 3870 (RV620-RV680) o ATI Radeon HD 2400 - HD 2900 (R6xx) o ATI Radeon X1300 - X1950 (R5xx) o ATI Radeon X700 - X850 (R4xx) * Performance-critical optimizations for different video cards * Support of NVIDIA SLI and ATI CrossFire technologies * Stereo rendering, supported output devices are: o iZ3D stereo monitors o Anaglyph glasses o Any dualscreen stereo system with independent input for each eye * Arbitrary resolution support (including widescreen)
Lighting
* Per-pixel lighting * Screen-space ambient occlusion * Different types of shading: o Phong o Oren-Nayar o Anisotropic * Ellipsoid lights with different attenuations * Optimizations: scissors, clip planes * Light maps support * Light scattering
* Hierarchy of materials with parameter's inheritance and overloading * Normal mapping * Parallax occlusion mapping * Translucence * Specular maps * Emission textures * Glow textures with blur * Two-sided polygons * Arbitrary polygon offset * Dynamic transformations of UV coordinates * Alpha testing * Different blending functions * Special foliage material * Material with double texture set (tile and detail) * Support of 16bit precision per channel for normal maps * Per-object lighting settings
Special Effects
* Particle systems with different types of emitter, forces and animated textures support * Volume light * Volume fog * Dynamic reflections (2D and cubemap) * Fresnel refraction * Volumetric light scattering * Decals * Water with surf zone and caustics
* Refraction * Depth of field * Radial blur * Sobel filter * Color transformations (brightness, contrast, saturation, gamma correction) * Low-cost HDR glow * Arbitrary LUT color transformations
Base Objects
* Mesh (static geometry) * Dynamic mesh (generated on-the-fly) * Skinned mesh (bone-based animation) with support of animation blending * Morphing mesh (key frame animation) with support of animation blending * Dynamic volumetric object (box, ellipsoid, omni light, projected light) * Terrain (heightmap-based) with unique mapping * Water (global and local) * Particle system * Billboard * Light (world, omni, cubemap, projected) * 3D GUI (plane, mesh-based) * Player: o Actor (1st person camera) o Persecutor (3rd person camera) o Spectator
Scene Management
* Data streaming (dynamic data loading in the background) * Object hierarchy * Seamlessly interconnected indor and outdoor scenes * Software occluders * Dynamic tree-based subdividing (outdoor) * Portal rendering (indoor) * Advanced LOD system * Clipmap textures support * Dynamic worlds merging * Terrain data streaming, maximal terrain size is 65536 x 65536 (DirectX 9) or 262144 x 262144 (DirectX 10) cells in size * 9 LODs for the terrain with full geomorphing * Full-scene serialization
Physics
* Serialization support * Collision detection * Rigid body physics * Comprehensive set of geometric primitives: o Sphere o Capsule o Box o Mesh o Convex hull o Cylinder o Terrain * Particle system physics * Various joints: o Fixed o Hinge o Ball o Cylindrical o Prismatic o Suspension o Wheel * Joints destruction * Linear and angular motors * Linear and angular springs * Rag doll physics * Automatic rag doll generation * Vehicle physics * Water flow * Fluid buoyancy * Physics callbacks * Multicore CPU support
Scripting System
* Object-oriented programming * Multi-threading support * Transparent interconnection with external C++ functions and classes * Virtual machine with full state saving/restoring * Byte-code compiler (with caching support) and optimizer * Preprocessor * Built-in fast 3D mathematics (vectors, matrices and quaternions with all corresponding functions) * Arbitrary swizzling for vectors, matrices, and quaternions * Namespaces * User-defined classes with operator overloading * Function overloading * Yield and wait return operators * Dynamical calls of functions * Regular expressions support * Easy to learn (similar to C++ in syntax) * Well-documented library of built-in functions and classes (more than 2000 functions)
Graphic User Interface
* Various widgets: o Button o Icon o Label o CheckBox o ComboBox o ListBox o TreeBox o HSlider/VSlider o HSpacer/VSpacer o EditLine o EditText o Sprite o HScroll/VScroll * Containers: o Window o GridBox o GroupBox o ScrollBox o TabBox o HBox/VBox * Dialog windows: o Message dialog o File dialog o Color dialog o Image dialog * Resizable windows with overlapping support * Transparency * 3D effects * Activation animation * Tooltips * Rich text support * Video playback * UI files in XML format * Easy callbacks via UI file * Easy skin changing * TTF support * Unicode (UTF8) support * Microsoft IME support for Eastern languages * Localization packs support
Sound
* Streamed sounds * Entirely loadable sounds * 3D sound * EAX support * Binding sounds to objects * Doppler effect * Different sound API support: o OpenAL o FMOD*
Framework
* Supported hardware platforms: o IBM PC x86 o IBM PC x86 64 bit * Multicore CPU support * Big endian support (ready for game consoles) * SSE/SSE3 optimizations * Supported input devices: o Standard PC keyboards and mice o Standart PC joysticks o Xbox 360 gamepads * Supported operating systems: o MS Windows 2000/XP/2003/Vista o Linux 2.4/2.6 * Supported compilers: o MS Visual C++ 2005 / 2008 o GCC 3.4.x/4.x.x o Intel Compiler 10.1 * Performance profiling * Data compression * Data encryption * XML-based data structures * Save/restore system (full serialization support) * Supported 3D object formats: o Unigine Mesh (MESH) o Unigine Skinned Mesh (SMESH) o Unigine Morphing Mesh (MMESH) * Supported image formats: o Targa (TGA) o JPEG (JPG) o Portable Network Graphics (PNG) o X PixMap (XPM) o PhotoShop Document (PSD) o DDS (DXT1, DXT3, DXT5, ATI1N ATI2N, 3D cube textures, 2D textures) * Supported sound formats: o RIFF WAVE (WAV) o Ogg Vorbis (OGG) * Supported video formats: o Ogg Theora (OGG)
Editor
* WYSIWYG world editor * Managing objects, lights and effects * Prefab export/import * Adjusting of rendering settings * Editing physics properties * Material editor with hierarchy support * Particle system editor * Built-in performance profiler * Different viewing modes for content optimization * Per-pass debug of rendering * On-the-fly content update support * No compile time, instant preview with final quality
Tools ResourceEditor
* Viewer: o Fast preview of assets (mesh, smesh, mmesh, 3ds, lwo, obj, ase, dae, bsp, map, md2, md5) o Conversion between 3D data formats o Prefab export o Animation playback o Mesh smoothing o Per-channel view of UV mapping o UV seams visualization o UV overlaps visualization o Tangent space visualization o Bones visualization * TerrainEditor: o Editing of height map, diffuse texture and normal map o Different brushes (normal, addition, subtract, smooth, dilate, erode) o Maximal terrain size is 262145 x 262145 cells o Support of unique textures up to 262145 x 262145 pixels o Import from/export to any 2D editor any patch of a texture * NormalMapper: o Generation of normal maps for a low-poly model from a high-poly donor o Height map generation o HAL support o Support of 16 bit per channel accuracy * NormalCombiner: o Combining of normal maps by correct vector summation o Tile support * AmbientMapper: o Generation of ambient occlusion maps o Support of high-poly donor meshes o Arbitrary number of lights
Archiver
* Content packs generation * Data compression * Data encryption
ImageDDS
* Conversion of images into DDS format * High-quality DXT compression algorithm * Cubemap support * 3D textures support * Scaling support * Mipmaps generation * Support of 16 bit precision per channel * Batch images processing
-activez le son ! -cliquer sur l'onglet Settings et mettez les paramètres désirés ( résolution et HDR notamment)
cliquez sur "Benchmark"
à la fin comme pour 3d mark vous avez un score. Quelques screenshots :
Les options de Unigine
Dans la pratique :
Unigine apporte un gros plus par rapport à 3D Mark puisque le score est global. Lorsque 3d Mark testait de façon séparé les composants de votre pc, Unigine test de façon globale en lançant une scène très impressionnante et tout cela en Direct X9 : vous n'avez pas besoin de Windows Vista ! A noter que vous pouvez mettre dans les options le mode Fireball qui est très... comment dire... flashant
Conclusion :
Unigine est un benchmark qui mériterait très nettement à être plus connu car rien que visuellement, il est bien plus beau que son concurrent 3D Mark.
Message édité par Trouffman le 21-04-2008 à 06:09:18
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Des tests pour la vie
Trouffman
Posté le 21-04-2008 à 06:09:33
Ce sujet a été déplacé de la catégorie Recrutement 2008 vers la categorie Benchmarks & Optimisations par Trouffman
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[Syndrome-OC.net] - Life is a bitch (with big titties, of course)!
Xyala
Pirating is a lifestyle.
Posté le 23-04-2008 à 12:31:25
Eh bé ... ça m'a l'air assez impressionnant comme logiciel. Je testerais ça dés ce soir histoire de voir en vrai