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Game
Gauge 99 Specification
About
the Game Gauge
Artificial
benchmarks, as they exist today, are not sufficient to indicate accurately
the performance of a complex 3D system such as Incoming or Quake.
Consumers are tired of meaningless 3D benchmark scores that don’t correlate
to real world performance gains on a given 3D card. Rather than artificially
generate 3D benchmark tests, doesn’t it makes more sense to have the game
software report the real-world performance based on the actual game data?
The game
gauge is just such a 3D benchmark. It’s based on the real world performance
of games that we know and love. The game’s score isn’t artificial – it’s
what you feel when you are playing – the frame rate! Each game contributes
its individual "Average Frames Per Second" to an overall 3D
card score, yielding what we call the game gauge.
Game
Gauge Score
Each game
contributes three numbers to the game gauge score. The first number is
the Average FPS number after a fixed length demo loop has been run at
the specified game option settings. The second number is the MIN FPS encountered.
The third number is the MAX FPS encountered.
For example,
if the following games were tested under the game gauge :
Game Title Average FPS
Min. FPS Max FPS
Quake 1 20
5 30
Quake 2 20
5 30
Turok 20
5 30
Hexen 2 20
5 30
Forsaken 20
5 30
Incoming 20
5 30
Average FPS Score = 120
Minimum FPS Score = 30
Maximum FPS Score = 180
Notice
that the Average FPS score is the sum of all the average frame rates.
Scoring high on one game and low on another will not yield an overall
higher score in the average FPS number. This promotes creating better
and better 3D products, and not just tuning a 3D card to a single game.
The MIN
FPS score and Max FPS score are new additions to the game gauge for 1999.
MIN FPS is the lowest number of frames per second recorded during the
duration of the demo. Max FPS is the highest number of frames per second
recorded during the duration of the demo. The addition of these two numbers
allow us to better examine the consistency of the games performance during
the demo. The MIN FPS number is calculated by adding up the MIN FPS numbers
from all the games. The Max FPS number is calculated by adding up the
Max FPS numbers from all the games.
Method
of Calculating Average Frame Rate
While many
methods exist to calculate the average frame rate of a demo loop, we require
all game gauge participants to follow our guidelines. By having a single
method, we guarantee all games will yield scores evenly across all hardware
types.
The required
method of calculating your game’s average frame rate is as follows:
NumFrames / Time = Average
FPS
Where:
NumFrames
= Number of frames in demo loop.
Time = Number
of seconds the demo ran for. This should be carried out to a precision
of at least 1/10 of a second.
Average
FPS = Average number of frames per second in the demo loop.
Games should
allow for the Average FPS to be numerically in the many hundreds or even
thousands of frames per second range. If a quantum leap in technology
is created, we don’t want the scores to be artificially low. Make certain
that you don’t have a frame rate limiter in your code.
Method
of Calculating the Min and Max Frame Rate
It’s very
important that each game calculate the min/max frame rate exactly the
same way. The method we require is as follows :
startup : (done at startup)
Initialize START_TIME to the
current time in milliseconds.
Initialize FRAMES_ONE_SECOND
counter to 0
Initialize MIN_ONE_SECOND counter
to 2147483647 (Something really big like 0x7fffffff)
Initialize MAX_ONE_SECOND counter
to 0
Per game loop: (done every
game loop)
After each page flip in the
game, add 1 to the FRAMES_ONE_SECOND counter.
Get the time in milliseconds
and subtract the START_TIME. If the result is over 1,000 milliseconds,
go to minmaxcheck
Minmaxcheck: (only done once
every second)
If(FRAMES_ONE_SECOND
MIN_ONE_SECOND=FRAMES_ONE_SECOND
If(FRAMES_ONE_SECOND>MAX_ONE_SECOND)
MAX_ONE_SECOND=FRAMES_ONE_SECOND
FRAMES_ONE_SECOND=0
START_TIME = current time in
milliseconds.
In
essence, every 1,000 milliseconds we compare the number of frames that
have passed against our min and max numbers and update accordingly. Like
Average FPS, games should allow for the min and max numbers to be numerically
in the many hundreds or even thousands of frames per second range. Once
again, if a quantum leap in technology is created, we don’t want the scores
to be artificially low. Make certain that you don’t have a frame rate
limiter in your code.
Fixed
Duration Demo Loop
Each game
gauge game is required to have a demo loop of a fixed number of frames.
This demo loop should be able to be run from a command option , or a single
purpose .EXE. No user control or outside intervention should be allowed.
At the conclusion of the demo loop, the Average FPS score, MAX FPS, and
MAX FPS should be calculated and output to FPS.TXT.
Automation
of testing with FPS.TXT
After the
game or demo has run, we require an FPS.TXT file to be output to the root
directory of the .EXE. This simple text file allows for automation when
combined with a front end, and is a requirement for all games to be part
of the game gauge.
Each game
in the game gauge should allow the game to be run from using only command
line options. To allow automation, we must be able to launch the game,
have it run the tests, output FPS.TXT, and exit gracefully back to Windows
95/DOS. The "Game Gauge control software" will run all the games,
collect all the FPS.TXT files, and output the final scores using the collected
data.
The format
of FPS.TXT is very simple. It consists of three lines of text. The first
entry is the average FPS output in decimal with a max precision of 1/100
of a second followed by a space and the name / version of the game. The
second and third lines are the min and max FPS numbers with the text "min"
or "max" following the correct number.
A game’s
FPS.TXT should look exactly like this :
287.04 FooBar v1.01
5 Min
100 Max
We prefer
that games keep this order to allow for future enhancements to the FPS.TXT
file.
The FPS.TXT
should be output in the same directory as the EXE file is located.
Optional
Graphing Data
We also
have an optional set of data that we encourage be supported to enable
a games performance be graphed. Every second of the game, a number of
frames are displayed to the monitor. The number of frames displayed in
a second is a number easily captured in two bytes, and can be saved into
a small amount of memory for performance graphing. One minute of game
playback is the same as 120 bytes (60 seconds * two bytes each). A three
minute demo needs only 360 bytes of data to show the game’s performance
over time. Once the game has completed running, this data should be appended
to the FPS.TXT file as the following example illustrates.
A games
FPS.TXT with the Optional Graphing Data should look exactly like
this :
287.04 FooBar v1.01
5 Min
100 Max
20 Second 1
10 Second 2
5 Second 3
...
34 Second 305
The automation
program will import the FPS.TXT file and graph the data over time. By
comparing graphs from two different configurations we can examine the
relative performance differences during the game playback.
Command
Line Options
The automation
of the game testing requires the use of command line options to select
what would normally be decided using menus in the game. The following
options are required for the testing to work across all manufacturers’
hardware, and must be supported.
- Selection
of the graphics API to be used: D3D, OpenGL, or Glide as determined
by your game.
- Board
Selection for 3Dfx hardware: primary/secondary support.
- Resolution:
All resolutions on all APIs up to 1600x1200 (or the highest your game
supports)
- Double/triple-buffering:
If triple-buffering is supported by your game, this switch would enable/disable.
Method
of Testing Each Game
Each game
that comprises the game gauge should have a detailed method for generating
its game score. Preferably, the default option settings remain consistent
across all 3D hardware cards, allowing for minimal errors in the process
of testing games.
V-Sync.
All game tests should be performed with vertical sync turned off and
a refresh rate of 60Hz. If a 3D card doesn’t support disabling Vsync,
then the game scores should be reported as returned with Vsync on. It’s
up to the individual card manufacturer to create a publicly available
driver that allows disabling Vsync and setting the refresh rate of the
monitor. Higher refresh rates impact the available bandwidth for 3D graphics,
so it was decided that 60Hz would be the test standard.
Audio.
All game tests should be performed with audio enabled. We feel testing
with audio enabled better represents the way consumers play games.
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