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3D GameGauge 1.0 Unfortunately, a lot of the game performance testing that's done out there isn't always done in a rigorous fashion, so it becomes difficult to compare results. Even if you ignore system differences (all Pentium III 500MHz machines are not necessarily equal), there are problems. If one user runs Quake II timedemos using version 3.14, how does that compare to 3.20? The short answer is, it doesn't. At CGW, we wanted a standard way of determining performance of 3D graphics cards or systems using real games. So we came up with the idea of 3D GameGauge. 3D GameGauge is really very simple. The basic concept was to have fixed length demo loops that would just test the rendering capability of the 3D card. However, we did want to have audio active -- after all, few of us play with the sound turned off. With some early graphics cards, we saw performance actually decrease substantially when turning on audio. A 3D accelerator needs to be a good "systems citizen," after all. 3D GameGauge 1.0 consisted of six titles: Forsaken (a prerelease demo), Incoming, Turok, Quake II, GL Quake and F22 Air Dominance Fighter. We began using it in early 1998. As with any 1.0 product, there were some problems:
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