The Result screen is divided into sections.

Benchmark score

Result details

How does your score compare?

System information

Monitoring

Benchmark score

VRMark benchmarks produce an overall score when run on the desktop. You can use this score to compare the performance of different systems. The higher the score, the better the performance.  

 

The ring graphic is a visual indication of VR readiness. It shows how the system's average frame rate during the benchmark run compares with the target frame rate for the test. The ring is fully orange when the system's average frame rate meets or exceeds the target frame rate.

The text below the score explains what the result means in terms of the quality of the VR experience you are likely to have with your system. You can qualify this further by running Experience mode on an HMD and using your own judgment to assess the quality of the VR experience.

The score validation box is either green, showing 'Valid score' if the result passes our checks; or red, showing details of any errors or problems with the run. You can click on the [?] icon in both cases for more information.

Result details

This section provides more details of your result. The overall score appears in the top left with the name and version number of the benchmark.

 

In the table, you'll find the average frame rate for the system and the target frame rate for the test. The average vs. target box shows a spark line-style graphic comparing the average frame rate with the target frame rate.

The result screen for the Orange Room benchmark additionally has a box showing the frame rate achieved by a system with the recently announced, lower minimum hardware requirements for the Oculus Rift.

At the top right, you'll find buttons to load or save results, and a button to compare your result online with others on 3dmark.com.

How does your score compare?

This section of the Results screen shows you visually how the performance of your system compares with a selection of reference systems.

You can click on a bar to expand it and see the hardware component details.

The grey curve behind the bars shows the latest distribution of scores, helping you understand how your system compares with those of other VRMark users. 

System information

This section of the Results page shows information about the hardware components in your system, a timestamp for the result, and the SystemInfo and VRMark application version numbers used for the benchmark run.

In VRMark Advanced and Professional Editions, you can click on the SHOW DETAILS button to expand the view and see additional hardware details.

Monitoring

In VRMark Advanced and Professional Editions, the benchmark result comes with hardware monitoring charts. Use these charts to see how various performance and hardware metrics changed during the test.

In the default view, the chart will automatically cycle through the different metrics. You can click on a legend bar to see a metric without waiting.

Click the SHOW DETAILS button on the right of the screen to expand the view and see all the charts at once.

Move your mouse pointer over the chart to see the values for each metric at that point in time. This helps you quantify any peaks and dips in performance.

Frame rate

The frame rate chart shows the actual frame rate in orange and the target frame rate in grey. The Orange Room benchmark chart also shows a grey line for the Oculus Rift minimum spec frame rate target.

When you run the benchmark on a headset in HMD mode, you will additionally see chart lines for application misses and compositor misses.

Application misses

An application miss occurs when the rendering application cannot produce a frame within the target frame time. For example, with the 90 Hz display used by the HTV Vive and Oculus Rift, the target frame time is 11ms. When an application miss occurs, techniques like asynchronous time warp can warp the previous frame and submit that to HMD in place of the missed frame. 

Compositor misses

A compositor miss happens when the application could not render a frame in desired time and the fallback techniques, such as asynchronous time warp, fail to provide an alternative frame to the HMD.

Temperature

The chart shows how GPU temperature changed during the benchmark run.

Frequency

The chart shows how GPU core clock and GPU memory clock changed during the benchmark run.

Load

The chart shows how GPU load changed during the benchmark run.