What would you have to do to manage?
Editing the scores and the like, whenever someone submits a new score.
I might submit a score for both the Skulltrail and the main machine I'm using for Linux when I can find the time though.
What would you have to do to manage?
Would anyone on staff or forum regular be interested in managing a thread like this?
Count me in. I can update it in my down time at work. There was such a lack of participation that it fell to the wayside but if we can gather interest, I would be happy to update the lists on a daily basis.
B1lk1, do you have any suggestions? Perhaps ideas that you learned from the AQM4 boards?
We used HWBOT on AQM4 forums, although the HWBOT is a pain in the ass sometimes. I am pretty sure it works with V-Bulletin better than the IPB software AQM4 runs. If you want, I can set up a Techgage HWBOT team easy enough.
OK, it's on. With Greg's help, we can keep this thing up to date. I'll create a new thread tomorrow. I think we'll include 3DMark 06 overall score and SiSoftware SANDRA Multi-Media and Arithmetic.
Any suggestions?
At first, I'll throw in my scores, though a little unfair, but it will help kick things off.
Natural lighting makes artificial graphics life-like. Computers get faster, but rendering more polygons doesn't add value if lighting looks faked, so insiders know that the next big thing is proper lighting aka Realtime Global Illumination. Typical workloads in realtime rendering will shift. Lightsmark simulates it. Global Illumination renders often take hours. Is your computer fast enough for realtime?
Before Lightsmark, realtime global illumination was limited to small scenes, small resolutions, small speeds, specially crafted scenes with handmade optimizations. Lightsmark breaks all limits at once, running in reasonably sized scene (220000 triangles) in high resolution (1680x1050) at excellent speed (100-400fps). Lighting is computed fully automatically in original unmodified scene from 2007 game World of Padman, not tweaked for Lightsmark and with all sorts of geometrical difficulties, with extra rooms hidden below floor etc.