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The Celeron Myth: Real World 3DSMAX Performance Added on: Wed Jun 16 1999 |
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The Benchmarks
The following benchmarks were run in the method described above for both a Dual Pentium II
and a Dual Celeron System. Both Systems ran at 4.5 X 100 or 450 megahertz.
Render Benchmarks
Due to feedback from the last article, I devised two new render benchmarks.
MAX Scene | Resolution | Polygon Count | Geometry.max | 1024x768/640x480 | 7,000 polys | High Poly.max | 1024x768/640x480 | 2 Mil. polys | Dolphins.max | 1024x768/640x480 | 67,000 polys | Ab_bowl.max | 1024x768/640x480 | 15,000 polys |
The first one "Geometry.max" uses an incredible amount of shading such as, deflection,
reflection, refraction, volumetric lighting, raytracing, bump mapping, and of course metaparticles.
This was created to show the worse case scenario, where almost every possible effect is in use.
Even though this scene shows a small polygon count, one frame takes around 1-2 hours to render.
The second scene "HighPoly.max" uses a group of arrayed spheres to reach a polygon count of 2 million. This was used to show how the different processors deal with preparation times and filling of a large amount of polygons. The other two files are found in the default installation of 3dsmax.
Dolphins is a 67,000 polygon animation, from I used the first frame for render benching.
Ab_bowl is a 15,000 polygon scene of a simple bowl.
For all of these benchmarks, I rendered via the video post using the perspective view. I disabled all glows and filters for the sake of time restraints. Progress dialogs were kept open, and screen captures were taken at the end of every render. For these graphs smaller bars indicate a faster render time.

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