3dMark06 down to 0 FPS during CPU test?

RanceJustice

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Hey guys. I'm using 3DMARK06 standard (free edition) and I've run into a problem when I try to run the benchmark. The first two tests (Return to Proxicon and the nature one) run great. Just fine. However, when I get to the CPU test (red planet?) suddenly everything grinds to a halt - I'm getting around 1 FPS at best. Is that what its supposed to do? I'm using a Dual Core Opteron 165 at 2.5ghz, which just finished testing 2 instances of Prime Blend for 6 hours, so I think the proc itself is stable

Is this one of those dual core issues? Or something else?
 
That's perfectly normal. It happens on all PCs even on my Opteron 170 @ 2.75 Ghz. Very hard test on the CPU
 
They actually limited the FPS(I think the max is 2FPS) on purpose.
It's in the whitepaper...

Terra...
 
Just helps to illustrate the differences between a GPU and a CPU doesn't it? :D
 
http://www.futuremark.com/products/3dmark06/tests/

CPU Tests - Red Valley (requires full SM2.0 support or better)
Both CPU tests use our new game engine, and rely on AI, physics and game logic to generate a multi-threaded workload that can be distributed on multiple processors, cores or even on a single processor. Ageia PhysX library and D* Lite path finding AI algorithm are produce demanding CPU loads. Tests are run in a fixed frame rate of 2FPS for more equal CPU loading. Resolution is locked to 640x480 to decrease GFX influence of performance. The shader profile is locked to 2_0 and no dynamic shadows are used. The D* Lite AI algorithm generates unit path requests in a dynamic path finding grid, where each unit represents a moving obstacle, and paths sync back at 200ms-600ms intervals. The complexity of the path request fulfillment varies; the dynamic re-planning algorithm can re-use the state of previous searches. The Ageia physics uses 87 units and their rigid bodies at 20ms physics steps. Professional reviewers can disable a second CPU or other core of either a virtual or physical dual core system for comparable results regardless of the number of cores or CPUs.
CPU Test 1
The test uses a high level of path finding complexity, tight AI synchronization intervals over 40 frames, locked to fixed frame rate of 2FPS with a Shader Profile of 2_0 and a resolution of 640x480.
CPU Test 2
The test uses a lower level of path finding complexity, lax AI synchronization intervals over 60 frames, locked to a fixed frame rate of 2FPS with a Shader Profile of 2_0 and a resolution of 640x480.

Terra...
 
Man this is music to my ears ,

I too was very worried about this but thanks to this thread its all good.

The funny thing is that i tried this test on Two CPUs , one was a skt 939 3200 at 2.6ghz and the other was with a Pd at (dual core) at 4.15 ghz and it still didnt click to me that its suppose to be like that.

Thankyou Terra , long live Terra.

you are a good man sir. :)
 
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