The SPECapcSM project group has updated its 3ds max
benchmark to work with 3ds max 4.2.6. The original benchmark
was developed in conjunction with CAT Production (www.CAT-zentrum.de),
a German computer animation and special effects studio.
The new benchmark runs under Windows 2000 and Windows XP. Since
Windows XP is not supported by Discreet, the application's ISV,
SPECapc will accept only Windows 2000 submissions on this site.
SPECapc for 3ds max 4.2.6 contains four
scenes reflecting typical uses of the application in an animation
The first scene shows an architectural visualization containing
more than a million polygons. It contains many objects, glass
walls for refraction and opacity tests, and some textures. Multiple
light sources are used.
Scene 2 is a closeup of sparks flying from wheels. Two alternative
particle systems are investigated, one with a low particle count
and the another with a high count. Multiple light sources are
Scene 3 pulls back to show a juggler pedaling the wheels while
juggling three balls and balancing four teapots on top of his
head. The juggler consists of NURBS surfaces attached to a skeleton
and animated over time using inverse kinematics chains. The scene
has multiple light sources. A camera moves along a path around
the character. The camera viewport is maximized.
Scene 4 is a landscape modeled with displacement maps and meshes.
Many textures and texture blends are applied to it. A camera moves
along a path through the landscape.
The benchmark is divided into 35 tasks. Each task was assigned
a weight by CAT Production representing the relative time animators
spend performing the task. The same tasks are further characterized
by SPECapc as either graphics- or CPU-intensive.
Benchmark results are presented from 25 individual graphics tests
and 10 CPU tests. The total number of seconds to run each test
is normalized based on a reference machine, in this case a 700Mhz
Pentium III with a 440BX chipset, 512MB PC100 ECC SDRAM, 9GB Quantum
Viking Ultra2 SCSI (7200 rpm), and Diamond FireGL1 graphics. The
normalization process ensures a scoring system where a bigger
score is better. Composite scores are reported for both graphics
and CPU tests. An overall composite score is also reported.