We took
to heart the lessons we learned with 3D GameGauge 1.0. We worked with
game developers and graphics card vendors to help define 3D GameGauge
2.0. (You can download the full spec in MS Word format).
3D GameGauge
2.0 requires a minimum of 1024x768x16 as the maximum resolution. Running
at a higher resolution minimizes the impact of the CPU.
There
can be no frame rate limiter.
We wanted
to see triple-buffering used, because testing with flip-on-vsync off
is a pain. Triple-buffering eliminates the harmonic effect prevalent
with double-buffering, but you still can't run faster than the refresh
rate. Unfortunately, we've discovered with some of the newer cards that
they can peg the frame rate at 85Hz. So it looks like we'll still have
to test with flip-on-vsync disabled. It's not very useful if we tell
people, "All cards run at 60Hz, so just pick one."
Ideally,
we'd like the AI turned off during playback. This minimizes variations
in the playback. It wasn't possible in all cases. One of our titles
is Jane's WWII Fighters. The playback engine still has the AI
active. I put in a lot of time handcrafting a WWII Fighters cinema
that would minimize the impact of the AI. Even now, if you see a plane
crash in the first fifteen seconds, you need to discard that test.
So what
is 3D GameGauge 2.0? On the surface, it's a series of seven titles that
we run to test 3D graphics performance on graphics cards and systems.
But it's really a spec that any game developer can use to build in a standard
performance test into their system. The entire spec is available at the
end of this article, but here's a summary.
Base
Requirements
The title
must run at 1024x768x16 or higher.
The minimum,
maximum and average frame rate is calculated, and written to a text
file called FPS.TXT in the game's working directory. (Do the min/max
test once per second, but not more often). The format of fps.txt looks
like:
87.04 FooBar v1.01
5 Min
100 Max
The title
must be able to be run from a command line, with appropriate parameters
(resolution, render states, color depth, and so on) passed in. This
allows easier batch automation.
The game
must not have a frame rate limiter.
The game
must support either OpenGL or Direct3D or both.
The playback
must generate at least 2,000 frames to enable better reproducibility.
The demo
should include some real action, not just a flythrough of the world.
Optional,
High Wants
When
fps.txt is created, also write to it the running frame rate that was
calculated once per second, so a histogram can be generated. The format
would look like:
87.04 FooBar v1.01
5 Min
100 Max
91 Second 1
75 Second 2
102 Second 3
...
.68 Second 305
True
color rendering support (32bpp)
32-bit
source artwork (textures)
Textures
with resolutions higher than 256x256
Resolutions
up to 1600x1200 in all color depths
3D GameGauge
2.0 Titles
If you build
this capability into your title, it won't necessarily become part of CGW's
GameGauge tests. We need to keep the test suite fixed, for some period
of time, so we can do historical comparisons. (We’ll be doing a new version
in the fall, to 2.1, so if you do want your game included, contact me
at loyd@uncertainty.com.) However,
it does give your users a useful tool, and you may see your title all
over the Internet, if it's a good one. Here's the current list of confirmed
titles.
Jane's
WWII Fighters (Electronic Arts) - Direct3D
Madden
99 (EA Sports) - Direct3D
Expendable
(Rage) - Direct3D
Descent
III (Interplay / Outrage) - Direct3D
Half-Life
(Valve) - OpenGL
Powerslide
(Ratbag) - Direct3D
We're also
very close to having Unreal. However, Epic is slaving away mightily
at getting Unreal Tournament done, and we're sympathetic to their
schedule requirements. The Unreal engine will be used in quite
a variety of games in the future. If they don't make it this time, it
will be in the fall refresh.
As you can
see, the genre spread is wider than GameGauge 2.0. It would be good to
have a 3D-accelerated strategy game (such as Myth 2 or the upcoming
Shogun) added to the list, but overall, we're quite pleased.
It's
BenchMARKETING
Even if
you're not included in CGW's GameGauge suite, making it easier
for your customers to test the performance of your title on their system
really helps them make better buying decisions. I get e-mail daily from
people asking "Which 3D card should I get?"
The question
doesn't have a simple answer, because it all depends on what games they
like to play. If you build 3D GameGauge into your title, you'll be helping
them out. And there are a lot of web sites which aren't affiliated with
Ziff-Davis out there doing testing, and that can give your title exposure
as well. All in all, it's a small modification that can generate a lot
of exposure.
Loyd
Case is a freelance writer and frequent contributor to Computer
Gaming World (print) and Gamespot (web). He spends altogether
too much time up to his elbows inside computers trying to get yet another
new graphics card working. His free time is spent downhill skiing, raising
two daughters and hosting LAN parties in his basement office. He can be
reached at loyd@uncertainty.com.