RealStorm Benchmark V1.10 (final) (14.Nov.2002)
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1. What is new in the final Benchmark:
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New features:
- more than 15% faster raytracing engine
- bilinear texture filtering
- 7 times faster anti-aliasing with higher quality
- capability for high detailed scenes
- much more detailed scenes (original version used 850 primitives, actual version uses 1550 primitives)

Bug fixes:
- resolution bug at 1280x1024 fixed
- bugs in volume light shadows fixed

Check our Homepage http://www.realstorm.com for regular updates.

For Information or special requests write to: contact@realstorm.de


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2. What is "RealStorm" Engine?
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The Realstorm Engine is a 3D-Engine using Realtime Raytracing. Whatever you see there has nothing 
to do with polygons. The scenes are build with mathematical primitives based on 3D-Functions, like Spheres,
Cylinders, Planes combined with realistic light models (per pixel lighting) and some boolean algebra.

This means quadric objects like Spheres, Cylinders, etc will be without any egdes even if you come as close 
as possible to the object.


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3. What are the options in the Configuration-tool?
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Shadows:  
  The Realstorm Engine is able to calculate dynamic and exact shadows of every geometry which 
  is used, you can switch the shadows off to get some performance but loose some qualitiy.

Reflections: 
  Reflections can be calculated correctly from all geometry, switch them off to get more performance 
  but loose quality.

AntiAlias:
  For Low Resulutions you can switch AntiAlias to "on" to have a better qualitiy without increasing
  the calculation time too much

Volume Lights:
  In known 3D Engines every lightsoucre is a point, RealStorm allows you do declare a light as
  a volume, but of course this take a LOT of calculation time
  (not all lightsources in the benchmark scene have been declared as a volume light)

Depth of Field:
  If you activate this, you will get a sharp picture of objects close to you, and a smooth picture
  of objects far away from you. Takes some calculation time, but not too much.


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4. What Hardware is used?
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The RealStorm Engine calculates everything with the processor and uses a lot of memory, it does NOT
use your 3D-Hardware.
You may ask why does it not use my 3D-Hardware? The answer is simple, your 3D-Hardware can't do 
what the RealStorm Engine does.


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5. What do the ResultBrowser tell you?
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This benchmark calculates Processor Speed and Memory performance, it does ->NOT<- use the performance 
of your 3D-Accelerator!

At the upper left corner you find a big number, Raymarks, this is a summary of your System
performance including all the calculations. The Higher the number, the faster your system.

You can compare your system with other systems by merging your databases (data\database.rdb) with
the merge function in the ResultBrowser.
You can review the settings for each benchmark and some detailed results too if you are interested
in that.
And you are able to take a look at your system configuration as it was, when the benchmark was 
launched (for each entry), so you are able to compare e.g. if your system is faster after you 
got your new mainboard, more memory, etc.


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6. What are the logos at the 2nd scene for?
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Just some personal greetings to friends :-)


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(c) 2002, F.A.N. Federation Against Nature
                 (Oxyron, absence., Risk)

All Rights Reserved

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Credits:
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Programming:
 Engine          --- Michael Piepgras
 Result Browser  ---      Achim Koyen 

Grafics:
 Launcher Layout ---     Daniel Mutlu
 Textures        ---     Daniel Mutlu

Scene Design     --- Michael Piepgras
