By running Game Test 1 at a reduced resolution of 640x480 and moving vertex shading operations from the graphics hardware to the CPU, this test is able to effectively isolate CPU performance. This is then repeated for Game Test 3 with dynamic shadows and optimised shader paths disabled.
CPU score = (CPU Test 1 frame-rate x 4.6) + (CPU Test 2 frame-rate x 27.5)
The fill rate test remains unchanged from 3DMark 2001.
64 individual polygons are used and each requires a single texture. This forces the hardware to apply only a single texture for each pass
This test forces your graphics card to apply textures to the same 64 surfaces in the quickest way possible, so in the incredibly unlikely event that your graphics card is able to apply 64 textures per pass this would be completed in a single pass.
The test result is given in million texels drawn per second (MTexels/s).
Just like the vertex shader test in 3DMark 2001 this test concentrates on skinning with thirty vertex skinned models displayed on screen at once. Each of these models is created from 5500 polygons and is skinned four times resulting in 660,000 skinned triangles per frame.