Benchmark Your PC to Industry Standards with Discounts on 3DMark, PCMark 10, and VRMark

A lot of people around the world will be joining the virtual reality (VR) community this holiday season, as well as getting new PC hardware and even entirely new systems. Want to know if your new kit is up to scratch? What exactly is it capable of? That’s what Futuremark aim to help you learn.

vrmark-hero

Futuremark has become a leading name in consumer-ready benchmarking software, allowing users at any level of PC knowledge to get a better understanding of what their hardware can do. And now, Futuremark are offering their software and associated downloadable content (DLC) with big discounts on 3DMark, PCMark 10, and VRMark.

Furthermore, Futuremark just released an update for 3DMark that adds new language options for Japanese, Korean, and Spanish. To use one of these new languages, update to the latest version of 3DMark following the prompts in the app, and then choose your preferred language on the Options screen. You can also use 3DMark in English, German, Russian, and Simplified Chinese.

Details on each of the software packages, verbatim from Futuremark, follow below. VRFocus will keep you updated with all the latest details on Futuremark’s VR grading software.

3DMark is 85% off, just $4.49

3DMark gets more useful every year as we add new tests. The most recent addition is Time Spy Extreme, the world’s first 4K DirectX 12 benchmark test. Ideal for the latest graphics cards, it also features a redesigned CPU test that lets new processors with 8 or more cores perform to their full potential.
https://store.steampowered.com/app/223850/3DMark/

VRMark is 75% off, just $4.99

VRMark has helped thousands of people test their PC’s performance for VR. The latest version includes Cyan Room, a new DirectX 12 benchmark test for VR performance.
https://store.steampowered.com/app/464170/VRMark/

PCMark 10 is 50% off, only $14.99

PCMark 10 is the latest version in our series of industry standard PC benchmarks. Updated for Windows 10 with new and improved tests based on real-world apps and activities, PCMark 10 is also faster and easier to use.
https://store.steampowered.com/app/524390/PCMark_10/

VRMark von Futuremark mit neuem Benchmark-Test The Cyan Room

VRMark von Futuremark richtet sich an Anwender, die testen wollen, wie gut der eigene PC für die virtuelle Realität geeignet ist. Ursprünglich bot VRMark zwei Benchmark-Tests an: The Orange Room und The Blue Room. Mit dem jetzt anstehenden Update gesellt sich am 22. November ein dritter hinzu: The Cyan Room soll Entwicklern dabei helfen, ihre VR-Software zu optimieren.

VRMark: Mit dem Cyan Room VR-Software testen

Futuremark VRMark

Die plattformübergreifenden Benchmark-Tests von Futuremark wie 3DMark sind ein beliebtes Werkzeug, um die Leistungsfähigkeit von PCs, Notebooks, Smartphones und Tablets zu testen. Mit VRMark haben die Entwickler vor rund einem Jahr ein Tool veröffentlicht, das sich ganz der virtuellen Realität widmet. Zwei Räume sollen die Performance des Windows-PCs testen: der Orange Room und der Blue Room. Nun kommt mit dem Cyan Room ein dritter hinzu.

Futuremark VRMark

Der Cyan Room testet Direct X 12 aus und richtet sich vor allem an Entwickler, die ihre VR-Anwendungen optimieren wollen. So kann man beispielsweise Einbrüche bei der Framerate feststellen und erhält Analyse-Tools. Die anderen beiden bereits vorhandenen Tests sind hingegen auch für Endanwender interessant: der Orange Room lotet aus, ob der Rechner geeignet ist, um eine Oculus Rift oder HTC Vive zu bespielen. Der Blue Room geht noch weiter. Wenn der PC diesen Test bewältigt, ist er für High-End-VR in den höchsten Detailstufen geeignet. Dabei rendert der blaue Raum Bilder mit bis zu 5K-Auflösung.

Futuremark VRMark

Das Update mit dem Cyan Room soll am 22. November 2017 erscheinen. Von VRMark gibt es eine kostenlose Variante, die allerdings nur den Orange Room enthält. Für die Version mit allen Räumen ruft Futuremark knapp 20 Euro auf. Das Update ist für die kostenpflichtige Version gratis. Zusätzlich gibt es auch eine professionelle Variante, die eine kommerzielle Nutzung erlaubt und monatlich mit knapp 1000 Euro zu Buche schlägt. Die Software lässt sich über die Webseite von Futuremark und bei Steam erwerben beziehungsweise downloaden.

(Bilder: Futuremark)

Der Beitrag VRMark von Futuremark mit neuem Benchmark-Test The Cyan Room zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Futuremark Add New Benchmarking Test to VRMark

When building or upgrading a PC with the aim of making it virtual reality (VR) compatible, one of the foremost considerations is how well it will run VR applications. Futuremark last year introduced VRMark, a benchmarking program aimed specifically at VR. The company is now launching a new benchmarking test to the software called Cyan Room.

Originally released in November 2016, VRMark came with two benchmarking tests at launch. The first, Orange Room, was designed to establish if a PC met the minimal hardware requirements for running the two most popular PC VR systems, the HTC Vive and Oculus Rift. The Blue Room was a far more demanding test, which could check to see if a high-end PC rig could run VR videogames and applications on the highest settings.

Cyan Room is a Direct X benchmark test, built using the Direct X engine and fully optimised by the Futuremark team for use with VR. The test is primarily aimed at developers, and aims to show how using an API that requires less overhead can still deliver impressive VR experiences even on older or lower-specced PCs. Cyan Room comes with an ‘experience mode’ that aims to show that even if software is running at a relatively low framerate, the experience can suffer only a minimal drop in quality by utilising various techniques to compensate for dropped frames.

VRMark with Cyan Room offers custom settings that lets users change resolution on the fly, and can provide detailed charts to show frame-by-frame performance levels, so different PC set-ups can be compared. The test can be run in a VR headset or on a desktop monitor.

The Cyan Room test will be offered as a free upgrade to users of VRMark Advanced Edition and VRMark Professional Edition, and is due to be released on 22nd November, 2017. Further information can be found on the Futuremark website.

VRFocus will bring you further news on VRMark as it becomes available.

First Look: Basemark’s ‘VRScore’ Benchmark Arrives With a Unique Solution for Accurate Testing

Basemark has officially launched its virtual reality performance benchmark, VRScore and the package comes complete with an ingenious, low-cost hardware assisted solution to help ensure results are accurate.

I’ve written previously about how tough a problem benchmarking virtual reality hardware and software accurately really is. VR’s tight integration between hardware, application and drivers mixed with platform provider’s varying approaches to performance optimisations, means getting at numbers are indicative or even useful is extremely difficult.

We took a look at Futuremark’s early solution to gathering motion to photon performance which featured a bewildering and expensive array of light sensitive sensor and oscilloscope, an effort to try to close the loop on the latency between application rendering a scene and the user inside VR experiencing it. The solution was, perhaps unsurprisingly, abandoned with Futuremark instead recommending their VRMark software be used largely experientially between hardware setups in order to gauge relative performance. A solution which leaves much to be desired from an analytical stand point.

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SEE ALSO
Futuremark Explains Why VR Benchmarking is About More Than Just Numbers

Enter Basemark, a Helsinki based company who have made a name for themselves across a wide array of performance measurement solutions. They’re perhaps best known however for their widely used Basemark X, their solution to measuring graphics performance on mobile devices. Their new solution is called VRScore and it promises to provide an analytical approach to measuring the performance or your PC hardware and chosen VR headset.

The VRScore package comprises the base performance testing software itself (which comes in both DX11 and 12 guises), and the VRTrek – a device which features optical sensors and is hooked up to your PC’s soundcard Mic-in socket.

The software itself is broken into three sections:

System Test: Purely a test of your PC’s rendering grunt, this runs the Crytek developed ‘Sky Harbor’ VR experience, itself running on the company’s CryEngine software, and measures the resulting frame rate throughout the experience. The benchmark is rendered in stereoscopic 3D and uses pre-baked head motions, presumably recorded from an in-house playtest, to simulate VR headset usage. Each frame from the experience is rendered sequentially as quickly as possible and that sequence run multiple times. The faster you complete the loop, the faster your PC is. This clearly does nothing to gauge performance in relation to your VR headset, for that you’ll need to move to the full test.

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The VRScore ‘Sky Harbor’ experience running in System Test mode

VRTrek Test: This is the more interesting of the two benchmark modes as it leverages Basemark’s unique selling point, the VRTrek sensor device. VRTrek tackles a difficult problem (measuring the latency between images being rendered at the PC and displayed on the VR headset) rather elegantly. This benchmark runs the same looped experience as the System Test above, but this time displayed through the headset, ready for latency measurement.

The VRTrek device contains two photosensitive sensors mounted on a height adjustable perspex stand. Tweak the height of the sensor for your VR headset and position them to sit in front of each lens. Then you simply attach the single audio cable to an enabled Mic 3.5mm jack on your PC’s sound card and you’re ready to go.

VRTrek-stand-cableWhy the sound card hook up? Well this is the clever part. The Trek plugs into a PC via that 3.5mm jack (via a spare Microphone-In port); using the PC to coordinate timed flashes on the VR headset’s display, the Trek then sends analogue measurements of brightness right through the microphone port. The VRScore benchmark takes these readings and compares timing of the flash command and the actual flash to determine latency. The device allows the VRScore benchmark to detect dropped frames, frame latency and even duplicate frames received by the VR headset.

vrscore treak basemark vr latency testing (1)

Here’s a brief breakdown of technical specifications for the VRTrek device:

Parameter Rating
Spectral range of sensitivity Near infrared to deep blue / purple
Response time 8 μs
Field of view(FoW) 12°
Accuracy 0.2 ms
Precision <0,01 ms

VR Experience Mode: Simply gives you the chance to try out the Sky Harbor benchmark experience for yourself and it is well worth doing so. Road to VR‘s Ben Lang was so impressed with VRScore‘s little demo after trying it at last year’s GDC, he remarked that Crytek had “accidentally made the most spectacular cinematic VR short I’ve ever seen”. While expectations and qualitative bars in VR experienced have been raised in the last year, Sky Harbor still remains an extremely impressive demonstration of how transportative VR can be, especially when built with the level of production design present here.

VRTrekTest_VRScore VRExperienceTest_VRScore SystemTest_VRScore

VRScore supports HTC Vive, Oculus Rift and OSVR’s HDK as of writing, for the purposes of this review we used an Oculus Rift.

Other features of note, are the ability to engage NVIDIA Multi-Resolution Shading and Lens Matched Shading, both extremely interesting technologies which aim to reduce GPU rendering burdens for better overall performance (currently DX11 only). You’re also able to run the benchmarks at non native HMD resolutions. We didn’t get the chance to test, but this looked to give the option to test super-sampling.

Alas, due to a shipping delay, our review VRTrek device hadn’t made it to us in time for this article, but we’ll be putting the system through its paces this week for some more detailed feedback. In the mean time, Basemark looks like to have struck a good balance between accessibility, spectacle and analytical credentials with VRScore, we’ll let you know if it performs as expected soon.

VRScore will be launching initially with its Corporate version, with both the Professional and Free versions following in Q2 2017. The differences between the editions are broken down on Basemark’s site here.


Disclosure: Basemark supplied Road to VR with a copy of VRScore and one VRTrek device for evaluation.

The post First Look: Basemark’s ‘VRScore’ Benchmark Arrives With a Unique Solution for Accurate Testing appeared first on Road to VR.

Futuremark Explains Why VR Benchmarking is About More Than Just Numbers

Futuremark have now released the full version of their long awaited, dedicated virtual reality benchmark, VRMark. And, after months of research and development, the company has found itself having to redefine its own views on how the difficult subject of VR performance testing should be tackled.

Futuremark are developers of some of the world’s best known and most widely used performance testing software. In enthusiast PC gaming circles, their visually impressive proprietary synthetic gaming benchmark series 3DMark has been the basis for many a GPU fanboy debate over the years with every new version bringing with it a glimpse at what the forthcoming generation of PC gaming visuals might deliver and PC hardware fanatics can aspire to achieve.

Therefore, it was inevitable that once virtual reality reached the consumer phase, the company would take an active part in VRs renaissance, in fact with immersive gaming came lofty initial hardware requirements and a necessary obsession with low latency visuals and minimum frame rates of 90FPS. So surely a new Futuremark product, one focused purely on the needs of VR users, would be a slam dunk for the company. VRMark is the company’s first foray into the world of consumer VR performance testing and recently launched in full via Steam, offering up a selection of pure performance and experiential ‘benchmarks’, the latter viewable inside a VR headset.

vrmark-6However, as anyone who has experienced enough virtual reality across different platforms will tell you, putting a number on how ‘good’ a VR system performs is anything but simple. With dedicated VR headsets come complex proprietary rendering techniques and specialist dedicated display technology a lot of which simply hadn’t been done at a consumer level before. The biggest challenge however, the biggest set of variables Futuremark had to account for, was human physiology and the full gamut of possible human responses to a VR system.

Futuremark initially approached the issue from a pure, analytical perspective, as you might expect. You may remember that we went hands on with a very early version of the software last year which at the time came complete with some pretty expensive additional hardware. Futuremark’s aim at that time (at least in part), to measure the much coveted ‘motion to photons’ value – the time it takes for an image to reach the human eye, from render time to display. However, you’ll notice that if you’ve popped onto Steam to purchase the newly released VRMark, it does not list ‘USB oscilloscope’ or ‘photo-sensitive sensor’ as requirements. Why is that?

vrmark-preview-hardwareWe asked Futuremark’s James Gallagher to enlighten us.

“After many months of testing, we’ve seen that there are more significant factors that affect the user’s experience,” he says, “Simply put, measuring the latency of popular headsets does not provide meaningful insight into the actual VR experience. What’s more, we’ve seen that it can be misleading to infer anything about VR performance based on latency figures alone.” Gallagher continues, “We’ve also found that the concept of ‘VR-ready’ is more subtle than a simple pass or fail. VR headsets use many clever techniques to compensate for latency and missed frames. Techniques like Asynchronous Timewarp, frame reprojection, motion prediction, and image warping are surprisingly effective.”

vrmark-4Gallagher is of course referring to techniques that almost all current consumer VR hardware vendors now employ to help deal with the rigours of hitting those required frame rates and the unpredictable nature of PC (and console in the case of PSVR) performance. All these techniques (Oculus has Asynchronous Timewarp and now Spacewarp, Valve’s SteamVR recently introduced Asynchronous Reprojection) work along similar lines to achieve a similar goal, to ensure that the motions you think you’re making in VR (say, when you turn your head) matches with what your eyes see inside the VR headset. The upshot is minimised judder and stuttering, two effects very likely to induce nausea in VR users.

vrmark-5“With VRMark, you can judge the effectiveness of these techniques for yourself,” says Gallagher, “This lets you judge the quality of the VR experience with your own eyes. You can see for yourself if you notice any latency, stuttering, or dropped frames.” And Gallagher shares something surprising about their research, “In our own tests, most people could not identify the under-performing system, even when the frame rate was consistently below the target. You may find that you can get a comfortable VR experience on relatively inexpensive hardware.”

To describe Futuremark’s VR benchmarking methodology for consumers in more detail, here’s James Gallagher explaining it in his own words.


[Futuremark are] recommending a combination of objective benchmark testing and subjective “see for yourself” testing. We think this is the best way to get the whole picture, especially for systems below the recommended spec for the Rift and the Vive.
The reason is that the concept of “VR-ready” is more subtle than a simple pass or fail.
On the one hand, a literal definition would say that to be truly VR-ready a system must be able to achieve a consistent frame rate of 90 FPS on the headset without dropping a single frame. In this case, every frame you see comes from the game or app. You are getting exactly the experience the developer wanted you to have. You would use VRMark benchmarks to test this case.
On the other hand, when a system is unable to maintain 90 FPS on the headset the VR SDK will try to compensate by using Asynchronous Time Warp or frame reprojection or other techniques. In this case, only some of the frames you see on the headset are the real frames from the game. The others are created by the SDK to fill in the gaps caused by missed frames. Now, if the SDK does such a good job of hiding the dropped frames that you cannot tell the difference between it and the pure 90 FPS experience, then you could perhaps say that this second system is VR-ready as well. You can use VRMark experience mode to test this case.
Here’s an example to illustrate:
System A:
VRMark Orange Room benchmark score: 6500
Average frame rate: 140 FPS
System B: 
VRMark Orange Room benchmark score: 5000
Average frame rate: 109 FPS
System C:
VRMark Orange Room benchmark score: 3500
Average frame rate: 75 FPS
System D:
VRMark Orange Room benchmark score: 2000
Average frame rate: 40 FPS
The benchmark results show that system A and System B are both VR-ready for the Rift and the Vive in the pure sense. Both have enough performance to render every frame at 90 FPS when connected to a VR headset. But the difference in scores and average frame rate tells you that system A has more headroom for using higher settings or for running more demanding VR games and apps.
vrmark-2 vrmark-3 vrmark-1
System C and system D did not achieve the target frame rate. So the question now is whether the VR SDKs can compensate for the missed frames? For that, you would use VRMark Orange Room experience mode with a connected headset.
You might find that you cannot tell the difference between system C and system B when using experience mode. Even though system C is regularly dropping frames, the SDK is able to compensate and hide the effects from the user. The VR experience is as good as a true VR-ready system.
With system D you might find that there are noticeable problems with the VR experience. The SDK is not able to compensate for the low frame rate. You might notice stuttering or other distracting effects.
From this, you would conclude:
  • System A is VR-ready with room to grow for more demanding experiences.
  • System B is VR-ready for games designed for the recommended performance requirements of the HTC Vive and Oculus Rift.
  • System C is technically not VR-ready but is still able to provide a good VR experience thanks to VR software techniques.
  • System D is not VR-ready and cannot provide a good VR experience.
I think many gamers will want to know that the system they are considering will be truly VR-ready in the technical and pure sense. You can only get that insight from a benchmark. You also need a benchmark test that runs on your monitor to see how far beyond 90 FPS a system can go. The VRMark Blue Room benchmark is a more demanding test that is ideal for comparing hardware that outperforms the Rift and Vive recommended spec.
At the other end of the scale, price-conscious gamers might be perfectly happy with a cheaper system that can appear to be VR-ready through technical tricks, for example, the new Oculus Rift minimum spec announced at Oculus Connect in October. These systems can be evaluated with the benchmark (how much will the VR SDK have to compensate) and with experience mode (how well does the SDK compensate).

With all of that laid out, I asked Gallagher to explain why, if Futuremark are now recommending people adopt a ‘see for yourselves’ methodology for VR benchmarking, why does he believe VRMark is needed at all? In theory any single VR application or game could be chosen to be used in the above methodology. Why should people invest in VRMark?

“I think the value of VRMark is that it gives you an easy way to make both these objective and subjective assessments using common content in one app,” he says, “The benchmark tests provide a convenient, easily repeated VR workload. They give you a pure test for VR-readiness. Experience mode gives you a way to judge the quality of the user experience on systems that don’t meet the pure definition.”
The latest VRMark is now on sale via Steam for use with the Oculus Rift, HTC Vive and OSVR compatible headsets. Current feedback on the title is mixed, with some criticising the lack of more extensive ‘pure’ benchmark functionality. Purely as a showcase for VR, the price (£14.99 / $19.99) seem perhaps a tad steep right now, especially considering a chunk of that pretty showcase (‘The Orange Room’) is available in the free demo version. That said, VRMark is a sight to behold in VR and along with the methodology above, there are many who many find the money worthwhile.
We’d love to hear your thoughts on Futuremark’s recommended methodologies your experiences with VRMark and thoughts on how VR behcmkarking may evolve over time in the comments below.

The post Futuremark Explains Why VR Benchmarking is About More Than Just Numbers appeared first on Road to VR.

Futuremark’s ‘VRMark’ Lets You Check If Your PC Is VR Ready

Futuremark’s ‘VRMark’ Lets You Check If Your PC Is VR Ready

Both the Oculus Rift and HTC Vive have a clear set of recommended specs. However, any avid PC gamer knows it doesn’t stop there. If you’re struggling to work out if your PC is up to snuff, or if you want to see just how far you can push the latest hardware and software, this new release from popular benchmarking company Futuremark will let you test your rig against the cutting-edge demands of virtual reality.

The Finland-based studio today launched VRMark on Steam and its own website. The app comes with a set of tests that will help you see if your PC meets the performance requirements for both the Rift and Vive. Rather than a simple text-based app like the one Oculus released around the launch of the Rift, however, VRMark will test performance within demanding environments that any PC owner looking to run VR will have to match. They can be run either with or without headsets.

Included in a free ‘Basic Edition’ is the Orange Room test that puts your rig up against the exact recommended specs for both headsets. The scene consists of a series of moving dioramas that are incredibly detailed. It will check factors like frame rate and give you in-depth feedback about where frames were dropped and provide a clear answer as to if you machine passed.

If you know your PC is ready for VR but aren’t sure how much further you can push it, then you’ll want to check out the ‘Advanced Edition’, which is available for $19.99, though is on sale in its first week at $14.99, with an additional 25% for owners of their previous testing program, 3DMark. The Advanced Edition unlocks the Blue Room, which benchmarks against higher grade specs. You’ll also get to explore both rooms in a separate mode. This one’s more of a future proofing option to check that you can handle more advanced experiences.

A ‘Professional Edition’ that provides owners with a license for business and commercial use of the product is also available, though you’ll have to contact Futuremark itself for a quote.

With the number of VR Ready machines increasing seemingly by the week and compatible devices now stretching to laptops, consistent benchmark tools like VRMark are more important than ever. How the software develops are more complex and varied VR hardware arrives on the market will be interesting to see.

Make Sure Your PC is VR-Ready with Futuremark’s VRMark Software

If you want to enjoy PC-based virtual reality (VR) then you’ll need to purchase either the Oculus Rift or HTC Vive. But both systems require an ample PC to get the most out of them, and there are PC available to buy that are VR-ready. But a lot of people will likely upgrade an existing PC to make it VR compliant. But before purchasing a head-mounted display (HMD) there are ways to benchmark a system, and today Futuremark as unveiled its latest piece of software, VRMark.

VRMark features two benchmarking tests to see if users PC’s are up to the task of running VR. The first is the Orange Room Benchmark, this takes users through a scene that showcases the level of detail that can be achieved on a PC that meets the recommended hardware requirements for both devices. If a PC passes the test then it’s fine to use for VR purposes.

vrmark-blue-room-hero

The second test is far more rigorous. The Blue Room Benchmark features greater detail, ideally suited to higher-end system that are spec above the recommended levels. Should a PC pass this test, then it’ll be able to run the latest VR software at the highest settings.

After users have run the benchmarking tests they’ll get an overall score which can be used to compare systems, as well as hardware monitoring charts that show how the PC performed for frame rate, GPU frequency, GPU load and GPU temperature.

VRMark also includes an Experience Mode, which allows users free movement within the VR scenes, has spatial audio, and includes a flashlight to light up details in the scenes. This mode can be explored with a headset or just on a monitor.

Futuremark’s software comes in three editions. The VRMark Basic Edition is free to download from the company’s official website or through Steam. This version includes the Orange Room Benchmark and Experience Mode. Then there’s the VRMark Advanced Edition, which includes the Blue Room as well as customisable settings. This retails for $19.99 USD/ £14.99 GBP. Until the 10th November there’s a 25 percent discount on Steam, dropping that price to £11.24.

Lastly there’s the VRMark Professional Edition. This is licensed for business and commercial use, enabling users to script and run tests from the command line. Contact Futuremark for a quote for this version.

VRFocus will continue its coverage of Futuremark, reporting back with any further updates.