ATI fully supports this new graphics benchmark, 3Dmark03. We feel it is a valuable diagnostic tool for estimating the performance of current and future graphics products when running future game titles (to be released over the next 1-2 years). We believe that using synthetic benchmarks such as 3DMark03 in combination with real applications and game benchmarks provides the most complete picture of the overall performance and value of graphics hardware.
It takes significant development time for developers to incorporate new DX features into their games and engines. So, it is virtually impossible to predict the performance of future games using only existing games. From a business perspective, game developers generally wait for a minimum install-base of a certain generation of graphics products before they incorporate features that rely on those products. Synthetic benchmarks aren't necessarily subject to these limitations, and therefore can be designed to stress the limits of even the most powerful and leading-edge graphics hardware available.
Every game uses different features and techniques, and places emphasis on different aspects of the PC. Some stress pixel fill rate, or vertex processing, or memory bandwidth, or CPU performance, or some combination. It is not often clear in such benchmarks what aspects of the hardware are being tested most strongly. Synthetic benchmarks, on the other hand, can run a diverse set of tests that are specifically designed to stress all aspects of the hardware, and pinpoint specific strengths or deficiencies much more conclusively.
We feel that benchmarks of all kinds are very important tools in our ongoing efforts to improve the performance and quality of our products. Every benchmark or diagnostic that we run provides us with feedback on what things we are doing well and what things need more work. It is often the case that optimizations we come up with for one application end up benefiting other applications as well.
Synthetic benchmarks provide us with valuable feedback because they often stress features and paths that are not yet used in shipping game titles. They may help us find bugs and inefficiencies before game developers encounter them. By evaluating our performance in these benchmarks, we can often improve the performance of future game titles long before they are released, and improve the overall robustness of our drivers.
Synthetic benchmarks also offer us a lot of help in designing future hardware. Relying solely on existing game benchmarks in this case would leave us in danger of producing new products that run old games well, but run new games poorly