Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026 Февраль 2026 Март 2026
1 2 3 4 5 6 7 8 9 10 11 12 13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
Game News |

It's been 25 years since my jaw first dropped at 3DMark2001's Nature test but hoo boy, have 3D graphics changed since then

A quarter of a century ago, Finnish software company MadOnion released its third iteration of a certain benchmark tool called 3DMark, and together with the launch of Nvidia's GeForce 3 series of graphics cards, 3DMark2001 showcased the potential of shaders in DirectX-powered games. For myself, it was the start of a period in my life which ultimately saw me working for the company, rebranded as Futuremark Corporation, and becoming neck-deep in everything gaming and graphics.

While I don't feel especially different 25 years on, comparing the graphics tests in 3DMark2001 to today's games shows just how much things have changed. Not just in terms of raw visual fidelity, but also in how much more complex rendering has become, replete with numbers that would have blown my tiny mind to pieces if I'd known what things would be like, all that time ago.

Take the very first graphics test in 3DMark2001. With overtones of Terminator 2, it follows a beefy truck, bouncing through a destroyed land, dodging attacks from gigantic, stomping robots. For each graphics test, 3DMark ran two versions, low and high detail, but in the video below, I've only included the high one.

With an average of 68,000 triangles per frame in the test, it was a serious workout for any graphics card back then. Now, you'll see two or three times as many polygons, just for a single vehicle in Forza Horizon 5. And it's a similar story with textures: 3DMark2001 uses around 16 MB per frame in the first test, whereas today's games use several hundred times more.

I mention Forza simply because it was the first game that popped into my head when trying to think of a modern game with trucks bouncing around a world, but it highlights another massive change since 2001. Back then, most 3D games were very limited in how much detail they could show in a scene, typically called draw distance, due to the limitations of early GPUs.

Now, game worlds like that in Forza, plus so many open-world RPGs, give you richly filled landscapes, with vistas that are no mere backdrops. If you can see it, you can often go and explore it.

The second graphics test in 3DMark2001 involves a medieval-like town, being attacked by a scantily-clad, low-polygon person atop a fire-breathing dragon. For the most part, some of the graphics still hold up quite well, partly because each frame comprises around 100,000 triangles on average.

However, the character details instantly show the test's age, especially the people fleeing from the dragon on the ground. Very low in polygon count, the blocky figures also look especially poor because of their basic animations.

Fast forward 25 years to Kingdom Come: Deliverance 2, and you've got performance, motion, and facial captures being used everywhere, even for NPCs wandering through the city.

(Image credit: UL Solutions)

Sure, the triangle and texture count are way higher, but it's really the motion of the people that truly shows how much better rendering has become. It also shows just how much more complex game development is, too, because to get those ultra-realistic animations, studios need to spend endless hours and dollars on actors, directors, motion capture rigs, and so on.

Animation and character models date the third graphics test of 3DMark2001 as well. Heavily inspired by the famous lobby scene of The Matrix, this test is actually lower in triangle count and texture loads than the first two tests (42,000 and 6 MB, on average per frame, respectively). But it was still a tough test at the time, because of the use of floor reflections, dynamic shadows, particle effects, and vertex skinning to animate the characters.

Just as 3DMark2001 was used to showcase what could be achieved with DirectX 8's vertex shader system, Remedy's Control was very much a ray tracing demonstration. Though, if I can be honest, it's not a particularly good one at times, as for the footage shown above, I had to disable it to stop the textures from looking like they were from 2001.

But look how much more detail there is in the office confines of Control compared to 3DMark, with a huge amount of it being interactive and destructible. Interestingly, these two aspects are something that we don't always see very much, even now, and there's nothing more immersion-breaking than spraying bullets everywhere and leaving nary a hint of damage.

My favourite graphics test in 3DMark2001, and one that I spent countless hours repeating over and over with multiple GPUs, is the Nature scene. During its development, MadOnion didn't have access to shader-capable hardware until very late in the whole process, so much of this had to be done in software. While pixel-perfect in terms of rendering, the performance was…err…not good.

Anyway, you've got vertex shaders being used for the motion of leaves, trees, butterflies, and the fisherman, plus pixel shaders for water surface reflection, using cube maps to reflect the environment. All very simple in comparison to massive shaders used today, but they were enough to make the GeForce 3 sweat buckets at the time.

Just six years later, we got Crysis, which pretty much set the bar for nature scenes in games for a very long time. MadOnion's attempt still looks very nice—basic, of course, and certainly not physically dynamic in any way, but you only have to look at Assassin's Creed Shadows to see that getting water just right isn't easy.

That game does look fantastic, but where its trees and foliage effects massively outshine those in 3DMark2001, the water doesn't look a whole lot better. It is physically more correct, and by a huge margin, but it lacks the fizz of old-school lake reflections to my old eyes.

3DMark2001 Graphics Test 1UL Solutions
Forza Horizon 5Xbox Game Studios
3DMark2001 Graphics Test 2UL Solutions
Kingdom Come: Deliverance 2Deep Silver
3DMark2001 Graphics Test 3UL Solutions
ControlRemedy
3DMark2001 Graphics Test 4UL Solutions
Assassin's Creed ShadowsUbisoft

That said, when it comes to outdoor scenery, Kingdom Come: Deliverance 2 is perhaps the very best you can find right now. Its forests feel more real than in any other game, and I don't mean in terms of just lighting or shadows, or how many polygons have been used; it's almost as if the developers took a local woodland and copied it, stick-for-stick, to go in their game.

Naturally, today's games should look massively better than any GPU-stressing graphics benchmark from 25 years ago. After all, we've gone through something like 15 generations of graphics processors over that time, and even a current $250 entry-level card would make the best rendering systems at the start of the millennium look utterly useless, in comparison.

But it's still nice to look back and think about what seemed absolutely incredible at the time, but now appears incredibly basic. We're using millions of triangles, gigabytes of textures, and months of motion capture to create worlds that feel real, lived in, and open to be explored.

While the sense of excitement over each new piece of rendering technology has lessened over the years, I still feel a bit giddy as to what things could be like in another 25 years.



Читайте также

2 years after its announcement, FF14's monster-taming Beastmaster job finally arrives this year, along with what looks like a Slay the Spire-esque roguelike mode

The first thing Arc Raiders' devs did during its extraction pivot was to reduce the speed of everything by 60%: 'All the craft that was in the game was kind of background noise'

Arc Raiders' devs didn't expect such a passionate PvE-only crowd




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.