1 / 4 of a century in the past, Finnish software program firm MadOnion launched its third iteration of a sure benchmark software known as 3DMark, and along with the launch of Nvidia’s GeForce 3 sequence of graphics playing cards, 3DMark2001 showcased the potential of shaders in DirectX-powered video games. For myself, it was the beginning of a interval in my life which finally noticed me working for the corporate, rebranded as Futuremark Company, and changing into neck-deep in every thing gaming and graphics.
Whereas I do not really feel particularly totally different 25 years on, evaluating the graphics checks in 3DMark2001 to at present’s video games exhibits simply how a lot issues have modified. Not simply when it comes to uncooked visible constancy, but additionally in how far more advanced rendering has change into, replete with numbers that might have blown my tiny thoughts to items if I would recognized what issues can be like, all that point in the past.
Take the very first graphics check in 3DMark2001. With overtones of Terminator 2, it follows a beefy truck, bouncing by way of a destroyed land, dodging assaults from gigantic, stomping robots. For every graphics check, 3DMark ran two variations, high and low element, however within the video beneath, I’ve solely included the excessive one.
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With a mean of 68,000 triangles per body within the check, it was a severe exercise for any graphics card again then. Now, you may see two or 3 times as many polygons, only for a single automobile in Forza Horizon 5. And it is a comparable story with textures: 3DMark2001 makes use of round 16 MB per body within the first check, whereas at present’s video games use a number of hundred instances extra.
I point out Forza just because it was the primary sport that popped into my head when attempting to think about a contemporary sport with vehicles bouncing round a world, nevertheless it highlights one other huge change since 2001. Again then, most 3D video games had been very restricted in how a lot element they may present in a scene, sometimes known as draw distance, as a result of limitations of early GPUs.
Now, sport worlds like that in Forza, plus so many open-world RPGs, offer you richly crammed landscapes, with vistas which might be no mere backdrops. In the event you can see it, you may typically go and discover it.
The second graphics check in 3DMark2001 includes a medieval-like city, being attacked by a scantily-clad, low-polygon particular person atop a fire-breathing dragon. For probably the most half, a few of the graphics nonetheless maintain up fairly effectively, partly as a result of every body contains round 100,000 triangles on common.
Nonetheless, the character particulars immediately present the check’s age, particularly the folks fleeing from the dragon on the bottom. Very low in polygon depend, the blocky figures additionally look particularly poor due to their primary animations.
Quick ahead 25 years to Kingdom Come: Deliverance 2, and you have efficiency, movement, and facial captures getting used all over the place, even for NPCs wandering by way of town.
Certain, the triangle and texture depend are approach increased, nevertheless it’s actually the movement of the folks that really exhibits how significantly better rendering has change into. It additionally exhibits simply how far more advanced sport growth is, too, as a result of to get these ultra-realistic animations, studios have to spend limitless hours and {dollars} on actors, administrators, movement seize rigs, and so forth.
Animation and character fashions date the third graphics check of 3DMark2001 as effectively. Closely impressed by the well-known foyer scene of The Matrix, this check is definitely decrease in triangle depend and texture masses than the primary two checks (42,000 and 6 MB, on common per body, respectively). However it was nonetheless a troublesome check on the time, due to the usage of ground reflections, dynamic shadows, particle results, and vertex skinning to animate the characters.
Simply as 3DMark2001 was used to showcase what could possibly be achieved with DirectX 8’s vertex shader system, Treatment’s Management was very a lot a ray tracing demonstration. Although, if I will be trustworthy, it is not a very good one at instances, as for the footage proven above, I needed to disable it to cease the textures from trying like they had been from 2001.
However look how far more element there may be within the workplace confines of Management in comparison with 3DMark, with an enormous quantity of it being interactive and destructible. Curiously, these two elements are one thing that we do not all the time see very a lot, even now, and there is nothing extra immersion-breaking than spraying bullets all over the place and leaving nary a touch of harm.
My favorite graphics check in 3DMark2001, and one which I spent numerous hours repeating again and again with a number of GPUs, is the Nature scene. Throughout its growth, MadOnion did not have entry to shader-capable {hardware} till very late in the entire course of, a lot of this needed to be executed in software program. Whereas pixel-perfect when it comes to rendering, the efficiency was…err…not good.
Anyway, you have obtained vertex shaders getting used for the movement of leaves, timber, butterflies, and the fisherman, plus pixel shaders for water floor reflection, utilizing dice maps to mirror the setting. All quite simple compared to huge shaders used at present, however they had been sufficient to make the GeForce 3 sweat buckets on the time.
Simply six years later, we obtained Crysis, which just about set the bar for nature scenes in video games for a very very long time. MadOnion’s try nonetheless appears to be like very good—primary, after all, and positively not bodily dynamic in any approach, however you solely have to take a look at Murderer’s Creed Shadows to see that getting water good is not simple.
That sport does look unbelievable, however the place its timber and foliage results massively outshine these in 3DMark2001, the water would not look an entire lot higher. It’s bodily extra right, and by an enormous margin, nevertheless it lacks the fizz of old-school lake reflections to my outdated eyes.
That mentioned, on the subject of out of doors surroundings, Kingdom Come: Deliverance 2 is probably the perfect yow will discover proper now. Its forests really feel extra actual than in some other sport, and I do not imply when it comes to simply lighting or shadows, or what number of polygons have been used; it is virtually as if the builders took an area woodland and copied it, stick-for-stick, to go of their sport.
Naturally, at present’s video games ought to look massively higher than any GPU-stressing graphics benchmark from 25 years in the past. In any case, we have gone by way of one thing like 15 generations of graphics processors over that point, and even a present $250 entry-level card would make one of the best rendering methods at the beginning of the millennium look totally ineffective, as compared.
However it’s nonetheless good to look again and take into consideration what appeared completely unbelievable on the time, however now seems extremely primary. We’re utilizing thousands and thousands of triangles, gigabytes of textures, and months of movement seize to create worlds that really feel actual, lived in, and open to be explored.
Whereas the sense of pleasure over every new piece of rendering expertise has lessened through the years, I nonetheless really feel a bit giddy as to what issues could possibly be like in one other 25 years.

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