The 3DMark Sling Shot Extreme benchmark produces a 3DMark Sling Shot Extreme score, a Graphics score, and a Physics score. The scores are rounded to the nearest integer. The better a system's performance, the higher the score.

3DMark Sling Shot Extreme score

We use a weighted harmonic mean to calculate the 3DMark Sling Shot Extreme score from the Graphics and Physics scores.

3DMark Sling Shot Extreme score    

    =    (W_graphics + W_physics) / 
         
         (W_graphics / S_graphics + W_physics / S_physics)

Where:
W_graphics    =    The Graphics score weight, equal to 7/9
W_physics     =    The Physics score weight, equal to 2/9
S_graphics    =    Graphics test score
S_physics     =    Physics test score

For a balanced system, the weights reflect the ratio of the effects of GPU and CPU performance on the overall score. Balanced in this sense means the Graphics and CPU test scores are roughly the same magnitude.

Graphics score

Each Graphics test produces a raw performance result in frames per second (FPS). We take a harmonic mean of these raw results and multiply it by a scaling constant to get the Graphics score (S_graphics). A scaling constant brings the score in line with traditional 3DMark score levels.

S_graphics    =    230 × 2 / (1 / F_gt1  +  1 / F_gt2)

Where:
F_gt1         =    The average frame rate in FPS from Graphics Test 1
F_gt2         =    The average frame rate in FPS from Graphics Test 2

Physics score

Each of the three levels in the Physics Test produces a raw performance result in frames per second (FPS). The Physics score is the sum of the raw results from levels that were completed within 90 seconds. A scaling constant brings the score in line with traditional 3DMark score levels.

S_physics    =    9 × (N_p1 × W_p1  +  N_p2 × W_p2  +  N_p3 × W_p3)

Where:
S_physics    =    Physics score
N_pn         =    The frame rate normalization factor for level N

And:
W_pn         =    max⁡(0,min⁡(L_high,F_n))

Where:
L_high       =    The maximum frame rate limit, set to 60
F_n          =    Average frames per second for the current level

In Unlimited mode:

W_pn         =    max⁡(0,F_n)

Where:
F_n          =    Average frames per second for the current level

The frame rate normalization factors N_p1, N_p2, and N_p3  are used to normalize the frame rates of the different levels before using them in score calculation. A set of reference CPUs is used to define the factors.  

  • N_p1 is always set to 1. 
  • N_p2 is the average relative frame rate difference of levels 1 and 2 on the reference CPUs.  
  • N_p3 is the average relative frame rate difference of levels 2 and 3 on the reference CPUs multiplied by N_p2. 

Reference CPUs for Np2


Level 1 frame rate

Level 2 frame rate

Relative difference

Apple A7  (iPhone 5s)

36.69

6.35

5.78

Qualcomm Snapdragon 800 (LG Nexus 5)

40.19

8.59

4.68

Qualcomm Snapdragon 805 (Motorola Nexus 6)

46.67

9.89

4.71

Tegra K1 (NVIDIA SHIELD)

59.05

20.59

2.87

AMD A4-5150M

112.36

13.57

8.28

Reference CPUs for Np3


Level 2 frame rate

Level 3 frame rate

Relative difference

AMD A10-4600M

70.79

6.15

11.51

Intel Core i5-3317U

79.50

18.17

4.38

Intel Core i7 920

226.89

145.83

1.56

Frame rate normalization factors

 N_p1

1.00

 N_p2

3.26

 N_p3

10.60