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3DMark

3DMark is a comprehensive computer developed by UL Solutions (formerly ) to evaluate the 3D graphics rendering capabilities, CPU performance, and overall gaming potential of personal computers, laptops, and mobile devices across various platforms including Windows, macOS, , and iOS. It features multiple specialized tests that simulate demanding game-like scenarios using modern APIs such as 12, , and Metal, providing users with comparable scores to assess hardware efficiency and stability under load. The origins of 3DMark trace back to 1999 when Futuremark, founded in 1997 as a software company focused on graphics technologies, released 3DMark2000 as an early tool for measuring DirectX 7-compatible hardware performance. Subsequent versions evolved alongside graphics advancements: 3DMark03 in February 2003 introduced CPU testing and DirectX 9 support, 3DMark05 in September 2004 enhanced polygon rendering up to 2 million per frame, 3DMark06 in January 2006 added Shader Model 3.0 and PhysX physics simulations, 3DMark Vantage in April 2008 targeted DirectX 10 on Windows Vista, and 3DMark 11 in December 2010 optimized for DirectX 11 on Windows 7. In February 2013, Futuremark launched the unified 3DMark platform, consolidating multiple benchmarks into a single application for broader cross-device compatibility and ongoing updates. Following its acquisition by UL in 2014 and rebranding in April 2018, the software continued to expand with benchmarks like Speed Way (2022), Steel Nomad, and Solar Bay, with version 2.32 released in September 2025, reflecting its role in benchmarking emerging technologies like NVIDIA DLSS and AMD FSR. Key features of 3DMark include a free demo version offering limited tests like Time Spy and Steel , while the full Advanced Edition unlocks over a dozen benchmarks such as Steel for ray tracing, Speed Way for 12 Ultimate, for real-time ray tracing, and stress tests to evaluate system reliability. Users can monitor hardware metrics, customize settings for specific hardware presets, and submit scores to the official 3DMark Hall of Fame, which validates and ranks results from millions of submissions to foster global comparisons. Available via platforms like and the , 3DMark supports enterprise licensing for professional testing and remains a standard in the industry for validating GPU and CPU performance in gaming and computational workloads.

Overview

Purpose and Scope

3DMark is a computer program developed by UL Solutions for measuring rendering and CPU across a range of devices, including PCs, laptops, tablets, and mobile devices running Windows, macOS, , and . It serves as an industry-standard tool for assessing hardware capabilities through intensive, real-time rendering workloads that simulate gaming and computational demands. The primary goals of 3DMark include generating comparable overall scores to facilitate evaluation and comparisons, conducting tests to verify under prolonged loads, and supporting validation by identifying performance limits and potential . These objectives enable users such as gamers, system builders, and overclockers to objectively measure and optimize their setups without relying on subjective game performance. Over time, the scope of 3DMark has evolved from single-run benchmarks in its early iterations, which focused primarily on graphics assessment via APIs, to modular, multi-test suites in modern versions that incorporate diverse workloads for comprehensive GPU, CPU, and system evaluation. First released on October 26, 1998, as 3DMark99, it established an early standard for -based graphics benchmarking targeted at the gaming community. For instance, later tests like Fire Strike exemplify its role in evaluating graphics performance across varying hardware tiers.

Core Functionality

3DMark operates by allowing users to select specific s from the application's , where the software then renders complex scenes utilizing the system's GPU for graphics-intensive tasks and CPU for physics simulations, measuring performance primarily through frame rates () achieved during these renders. The benchmark process captures average over the test duration, excluding initial and final seconds to ensure steady-state performance, before computing sub-scores that contribute to an overall result for hardware comparison. This automated workflow ensures repeatable evaluations under controlled conditions, with the software leveraging APIs like 12 for modern feature support in compatible tests. The scoring methodology employs composite scores derived from graphics, physics, and combined tests, calculated via a weighted harmonic mean to emphasize balanced system performance. For instance, in the Time Spy benchmark, the graphics score S_g is determined by scaling the harmonic mean of FPS from two graphics tests: S_g = 164 \times \frac{2}{\frac{1}{F_{gt1}} + \frac{1}{F_{gt2}}} where F_{gt1} and F_{gt2} are the FPS from Graphics Test 1 and 2, respectively; the constant 164 acts as a quality multiplier calibrated to reference hardware. The overall score S then combines this with the CPU score S_c using weights favoring graphics (0.85 for graphics, 0.15 for CPU): S = \frac{0.85 + 0.15}{\frac{0.85}{S_g} + \frac{0.15}{S_c}} Stability factors, such as frame rate consistency, are evaluated separately in stress tests but influence practical interpretations rather than directly altering the base score formula. Similar principles apply across benchmarks, adjusting weights and multipliers for different test suites like Fire Strike, which includes physics and combined components. Key operational features include automatic hardware detection through the integrated SystemInfo module, which identifies GPU, CPU, and other components to recommend suitable tests and ensure compatibility. Users can customize settings in advanced modes, such as adjusting resolution (e.g., from to ) and enabling options like MSAA or FXAA, to tailor evaluations to specific scenarios. Results are exportable in formats like XML or directly uploaded to UL's online database, enabling global comparisons via leaderboards and hardware analytics tools. A unique concept in 3DMark is the modular test selection introduced in the version, permitting users to run individual subsets of benchmarks—such as only or physics tests—for targeted assessment without executing the full suite.

History

Origins and Early Development

3DMark was initially developed by Corporation, founded in late 1997 and formally launched in February 1998, with the company's first major product being the release of 3DMark99 on October 26, 1998. This benchmark utilized Remedy Entertainment's proprietary MAX-FX engine and supported Microsoft's 6.0, targeting and 98 operating systems to evaluate early performance. 3DMark99 introduced a suite of tests focused on rendering capabilities, quickly gaining popularity among gamers and industry professionals for its objective measurement of 3D acceleration features in emerging GPUs. Subsequent early versions built on this foundation to keep pace with advancing graphics APIs and hardware. 3DMark2000, released on December 6, 1999, under the MadOnion.com brand (a temporary rebranding of Futuremark), added support for DirectX 7 and incorporated new tests such as the Nature scene, which demonstrated hardware-accelerated transform and lighting, bump mapping, and level-of-detail scaling. This was followed by 3DMark2001 SE in February 2002, which enhanced DirectX 8.1 compatibility and featured advanced graphics tests like Car Chase, Dragothic, Lobby, and Nature, emphasizing vertex and pixel shaders alongside full-scene anti-aliasing. 3DMark03, launched in 2003, marked a pivotal shift as the first version to support DirectX 9.0, introducing dedicated CPU tests—including simulations of game physics and vertex processing—to assess overall system performance beyond pure graphics rendering. The development of these early 3DMark iterations occurred amid intensifying competition in the GPU market, particularly between and ATI, where proprietary benchmarks from hardware vendors often favored their own products, prompting the need for an , standardized tool to fairly compare capabilities across devices. positioned 3DMark as a neutral solution to objectively DirectX-based hardware, enabling consistent evaluation as technologies and multi-core processing began to influence performance metrics. A notable milestone in this period was 3DMark05, released in September 2004 as the final major benchmark before the DirectX 10 era, which heavily emphasized advanced effects through 9.0c support for shader models 2.0 to 3.0, alongside multi-threading in its CPU tests to simulate real-world workloads involving up to two million polygons per frame. This version's tests, such as Return to Proxycon and Firefly Forest, highlighted the growing complexity of graphics pipelines, setting the stage for more modular benchmarking approaches in later releases.

Acquisition and Modern Evolution

In the mid-2000s, advanced the 3DMark series to better reflect evolving hardware capabilities. Released in January 2006, 3DMark06 introduced an overhauled scoring system that more prominently incorporated CPU performance, recognizing the growing role of multi-core processors in workloads. This update balanced and CPU tests to provide a more holistic assessment of system performance. Two years later, in April 2008, 3DMark Vantage debuted as the first benchmark in the series to leverage 10 and Shader Model 4.0, enabling tests of advanced GPU features like geometry shaders and on systems. Subsequent milestones further integrated emerging graphics technologies. 3DMark 11, launched in December 2010, was the inaugural entry supporting 11, with extensive use of hardware to dynamically generate detailed geometry in real-time scenes. In February 2013, released a unified 3DMark version that supported cross-platform testing across devices from smartphones to high-end PCs, utilizing DirectX feature levels to target varying capabilities like DirectX 9.3 for entry-level hardware and DirectX 11 for premium systems. This edition laid the groundwork for broader compatibility, later enhanced by the 2015 addition of the API Overhead feature test to compare DirectX 11, DirectX 12, and performance. By January 2019, arrived as the series' first dedicated real-time ray tracing benchmark, built on to evaluate hardware-accelerated lighting and reflections. Ownership changes marked a significant for the . In November 2014, Underwriters Laboratories (UL) acquired to expand its testing and certification portfolio into performance benchmarking, integrating the software with UL's global safety and validation expertise. The company rebranded to UL Benchmarks in April 2018, streamlining operations under the parent name while preserving all existing tools and user accounts without disruption to functionality or licensing. This shift facilitated professional-grade offerings, such as the suite introduced in 2020 for enterprise validation, alongside continued consumer access via standard editions. Recent developments emphasize modern rendering paradigms. In May 2024, UL Benchmarks launched 3DMark Steel Nomad as the 12 successor to Time Spy, delivering a non-ray-traced test approximately three times more demanding to stress contemporary GPUs across Windows, , and platforms using and Metal APIs where applicable. As of 2025, ongoing updates have incorporated AI-accelerated rendering support, including DLSS 4 integration in January 2025 for hardware and enhanced upscaling tests like XeSS, enabling benchmarks of AI-driven performance optimizations in real-time graphics.

Benchmark Components

Graphics Tests

The graphics tests in 3DMark are designed to evaluate GPU under demanding rendering workloads that mimic real-world scenarios, emphasizing aspects such as polygon throughput, , and complex lighting computations. These tests leverage successive generations of APIs to push limits, starting with DirectX 11 in earlier benchmarks and advancing to DirectX 12 Ultimate in modern ones, allowing for more efficient and advanced effects without delving into simulations. By simulating immersive environments like futuristic battles and space explorations, the tests measure how well a GPU handles high-resolution rendering, particle systems, and shader-based effects, providing scores that reflect overall graphical fidelity and stability. A key design principle across these graphics tests is the use of game-like sequences to replicate typical rendering pipelines found in contemporary titles, such as dynamic from multiple sources, high-fidelity for surfaces, and volumetric effects for atmospheric depth. For instance, tests incorporate deferred rendering techniques where is first passed to generate buffers for later passes, optimizing GPU utilization for complex scenes with numerous light interactions and material properties. This approach ensures the benchmarks stress GPU throughput in scenarios involving thousands of draw calls per frame, evaluating capabilities like and without relying on fixed hardware functions. Fire Strike serves as a foundational DirectX 11 graphics targeted at gaming PCs, featuring two dedicated graphics tests that employ deferred rendering to handle intricate and . In these tests, the GPU renders post-apocalyptic urban environments transitioning into intense sci-fi battles, assessing efficiency and particle simulations under high polygon counts. The workload focuses on DirectX 11 feature level 11 capabilities, measuring sustained frame rates to gauge GPU performance in pipelines where geometry attributes are stored in G-buffers for subsequent computations. Time Spy advances to DirectX 12 for high-end systems, incorporating asynchronous compute to overlap graphics and auxiliary workloads, thereby testing modern GPU architectures' ability to manage command queues efficiently. The benchmark depicts a futuristic with aerial pursuits, evaluating GPU handling of advanced , , and multi-threaded rendering at 2560x1440 . This setup highlights improvements in programmability, allowing for more dynamic effects like volumetric fog and detailed environmental interactions compared to prior fixed-pipeline limitations. Speed Way is a DirectX 12 Ultimate benchmark released in 2022, showcasing advanced features including mesh shaders for efficient , real-time ray tracing for and reflections, and variable rate shading. It renders dynamic outdoor environments with complex foliage and lighting at up to , stressing GPU capabilities in hybrid rasterization and ray-traced pipelines to evaluate next-generation rendering performance. Steel Nomad, utilizing DirectX 12, features advanced rasterization techniques with multi-sub-pass deferred rendering and compute-based effects like volumetric clouds, rendering expansive desert nomad traversals at and incorporating procedural grass generation and ray-marched volumetric skies to stress GPU compute units for realistic atmospheric rendering. The test emphasizes non-ray-traced rasterization with multi-sub-pass deferred techniques for opaque objects, measuring performance in for foliage and particles. It serves as the successor to Time Spy for high-end non-ray-traced performance. The introduction of in 2019 marked 3DMark's entry into real-time ray tracing with 1.1, blending hybrid rendering to assess GPU acceleration for path-traced effects. Set in a cosmic pirate skirmish amid reflective surfaces and dynamic lighting, the test evaluates ray-traced shadows with pixel-perfect accuracy and specular reflections that account for off-screen geometry, running at 2560x1440 to benchmark denoising and intersection throughput. This hybrid approach combines traditional rasterization for primary visibility with ray tracing for secondary effects, providing a score focused solely on graphics performance. Over time, 3DMark's graphics tests have evolved from reliance on fixed-function pipelines in early iterations—limited to predefined transformations and lighting—to fully programmable s that offer customizable , , and compute stages for greater flexibility and efficiency. This shift enables benchmarks to incorporate and advanced compute tasks, reflecting broader industry transitions toward unified shader architectures. Performance metrics in these tests include not only average frame rates but also minimum frame rates and frame-time variance to analyze stutter, with calculated as the ratio of average to peak , aiming for over 97% to indicate smooth rendering. The graphics scores from these tests contribute to overall 3DMark results, which integrate CPU elements for a holistic system evaluation, though GPU rendering remains the primary focus here.

CPU and System Tests

The CPU and system tests in 3DMark evaluate performance and overall through computationally intensive workloads, distinct from rendering by focusing on and multi-threading capabilities. These tests originated with the introduction of dedicated CPU in 3DMark03, marking the first of processor-specific metrics into the suite to assess real-time physics computations alongside visual workloads. Early CPU tests emphasized physics simulations powered by the Havok Game Dynamics SDK, simulating complex interactions such as ragdoll dynamics for falling characters, structural collapses of troll models, and custom cloth-like hair physics influenced by gravity, stiffness, and curl parameters. In 3DMark06, these evolved to incorporate game logic, rigid-body physics using the AGEIA library, and path-finding for 87 fast-moving units in a constrained scene, with the CPU score derived from the of frame rates across two sub-tests to balance complexity and synchronization demands. By 3DMark Vantage, CPU evaluations shifted toward on multi-core systems, utilizing 10-compatible workloads for timely movement planning in simulated environments, though remaining primarily CPU-bound without full GPU offloading. Modern iterations, such as the Time Spy CPU test, prioritize multi-threaded simulations including physics computations and boid flocking algorithms—representing pathfinding for swarms of entities—to stress all available cores while minimizing GPU involvement. These tests report scores based on average frames per second or simulation time, scaled against reference values (e.g., a baseline of 70 ms yielding 5000 points in extreme variants), highlighting scalability across thread counts. System-level assessments integrate CPU results into holistic scoring via a weighted formula for balanced systems: overall score = (0.85 / graphics score + 0.15 / CPU score)-1, ensuring CPU contributions influence totals without dominating graphics-heavy evaluations. Stress tests extend this by looping benchmarks (e.g., 20 iterations over 20 minutes) to detect throttling, where variance indicates cooling inadequacies or limits. Stability metrics focus on frame rate consistency, calculated as (lowest loop FPS / highest loop FPS) × 100, with a threshold of 97% required for a passing result to validate overclocks or sustained loads; failures often stem from driver crashes or system instability logged during execution.

Software Versions

Legacy Versions

The legacy versions of 3DMark encompass the early iterations of the benchmark suite, released from 1998 to 2010, which established foundational standards for graphics performance testing but have since been discontinued due to advancing hardware and API capabilities. These versions progressively incorporated emerging features, starting with basic tests and evolving to include effects, high-dynamic-range () lighting, and , while targeting consumer-grade PCs of their era. Although no longer supported for official scoring or validation, they remain available for download from the UL Solutions website for nostalgic or compatibility testing purposes. Key releases include 3DMark99, launched in October 1998, which utilized 6 and featured a single test run based on Remedy's MAX-FX engine to evaluate basic 3D acceleration on early graphics cards. This was followed by 3DMark2000 in December 1999, supporting 7 with tests such as and Adventure that demonstrated hardware transform and lighting, , and scaling. 3DMark2001, released in March 2001, introduced 8 support with tests including , Dragothic, Lobby, and , showcasing and shaders. Its special edition, 3DMark2001 SE in February 2002, added 8.1 and full-scene . 3DMark03, released in February 2003, marked a significant step with 9 support and four game tests—Wings of Fury, Battle of Proxycon, Troll's Lair, and —while being the first version to incorporate dedicated CPU tests for broader system evaluation. 3DMark05, arriving in September 2004, advanced 9.0c capabilities with lighting in tests such as Return to Proxycon, Firefly Forest, and Canyon Flight, capable of rendering up to 2 million polygons. 3DMark06, released in January 2006, built on Model 3.0 within 9, adding PhysX-based CPU tests and scenes like Deep Freeze to stress both graphics and physics simulation. 3DMark Vantage, launched in April 2008, shifted to 10 with and shader emphasis in tests like Nash and New Calico, alongside AI and physics components. Finally, 3DMark11 from December 2010 introduced 11 features, including in Deep Sea and High Temple tests, with combined physics and quality presets.
VersionRelease DateAPIKey InnovationsOS SupportCurrent Status
3DMark99October 1998DirectX 6Single test run using MAX-FX engineWindows 95/98Unsupported (2025)
3DMark2000December 1999DirectX 7Helicopter and Adventure tests; bump mapping, LOD scalingWindows 98/2000Unsupported (2025)
3DMark2001March 2001DirectX 8Car Chase, Dragothic, Lobby, Nature tests; vertex/pixel shadersWindows 98/XPUnsupported (2025)
3DMark2001 SEFebruary 2002DirectX 8.1Full-scene anti-aliasing; enhanced shader testsWindows 98/XPUnsupported (2025)
3DMark03February 2003DirectX 9First CPU tests; four game testsWindows 98/XPUnsupported (2025)
3DMark05September 2004DirectX 9.0cHDR lighting; up to 2M polygonsWindows XPUnsupported (2025)
3DMark06January 2006DirectX 9 (SM3.0)PhysX CPU tests; deep freeze sceneWindows XPUnsupported (2025)
3DMark VantageApril 2008DirectX 10Pixel/vertex shaders; AI/physics testsWindows VistaUnsupported (2025)
3DMark11December 2010DirectX 11Tessellation; combined physics testWindows 7Unsupported (2025)
Notable among these is 3DMark03's introduction of CPU , which expanded the suite beyond pure to assess overall system bottlenecks, a that influenced later modular designs. Similarly, 3DMark Vantage pioneered a free Edition model, enhancing for enthusiasts and setting a precedent for tiered licensing in subsequent benchmarks. These versions were discontinued primarily due to on modern hardware, where they fail to produce meaningful or comparable results amid rapid and GPU advancements; UL Solutions retired online services but maintains free legacy downloads for archival use.

Current Versions

The current versions of 3DMark encompass the modular benchmark suite launched in and its subsequent updates, focusing on 9 through 12 Ultimate support to evaluate graphics and system performance across diverse hardware. The release introduced a flexible structure with interchangeable tests, such as for entry-level 9 and 10 compatibility, enabling targeted assessments for integrated and discrete GPUs. This foundation has evolved through regular enhancements, maintaining while incorporating advanced rendering techniques. Key innovations include the addition of Speed Way in October 2022, a 12 Ultimate benchmark optimized for high-end mobile and desktop GPUs, emphasizing mesh shaders and variable rate shading to simulate future gaming workloads. In May 2024, Steel Nomad was released as a cross-API test supporting 12 Ultimate and 1.1, designed for rendering on high-performance systems and replacing the aging Time Spy for non-ray-traced 12 evaluations. The most recent major update, Solar Bay Extreme in August 2025, intensifies ray tracing demands with enhanced specular reflections and detailed scenes, serving as an ultimate test for path-traced rendering on modern hardware. UL Benchmarks fully maintains these versions, with the latest application update at v2.32.8454 released on September 11, 2025, ensuring stability and feature parity. Ongoing 2025 patches have added compatibility for emerging hardware, including DLSS 4 support for NVIDIA's RTX 50-series GPUs in January 2025, allowing benchmarks to leverage AI upscaling for accurate performance measurement. From its inception, 3DMark has supported cross-platform testing on Windows and devices, with editions available for mobile evaluation. A distinctive feature is the online results database at 3DMark.com, which aggregates over 50 million user-submitted scores for global comparisons and validation. Editions provide access to core tests like Time Spy and Steel Nomad Light, enabling casual users to run benchmarks without purchase while unlocking advanced suites via paid upgrades.

Editions and Platform Support

Licensing Editions

3DMark offers three primary licensing editions tailored to different user needs: the Basic Edition for personal , the one-time purchase Advanced Edition for enhanced personal use, and the subscription-based Edition for commercial applications. The Basic Edition provides access to core tests such as Time Spy, enabling users to generate standard scores and compare online. In contrast, the Advanced Edition unlocks additional capabilities like and custom run configurations, while the Edition extends these with tools for enterprise-level integration, including access for original equipment manufacturers (OEMs). All editions prohibit commercial use except for the variant, which requires explicit licensing for business purposes. The Basic Edition limits users to predefined benchmark runs, producing standard scores without offline result storage or advanced monitoring options, making it suitable for casual gamers verifying system capabilities. The Advanced Edition builds on this by including offline mode for running tests without an internet connection, real-time result monitoring during execution, and support for stress tests to assess hardware stability over extended periods. For professional users, the edition introduces batch processing for automated multiple-system testing, custom scripting for tailored benchmarking workflows, and XML export functionalities for data integration into enterprise tools. Higher editions also grant access to specialized tests, such as those evaluating ray tracing performance, though availability depends on hardware compatibility. Pricing for the Basic Edition is free, available as a demo download via or the official UL Benchmarks , with legacy versions like 3DMark 11 offered as free standalone downloads for historical testing. The Advanced Edition requires a one-time payment of $34.99, purchasable through , the , or directly from UL Solutions, granting perpetual access to updates and features for non-commercial use. The Professional Edition operates on an annual subscription model priced at $1,895 per license, with options for site-wide licensing to accommodate multiple devices in commercial environments; marketing applications necessitate prior approval from UL Solutions. This tiered structure ensures accessibility for individual users while providing robust support for professional development and validation needs.

Cross-Platform Compatibility

3DMark provides comprehensive support for modern desktop environments, with full compatibility for (64-bit, including version 21H2) and , enabling benchmarking across a wide range of PCs from entry-level to high-end gaming systems. For legacy operating systems, older versions such as 3DMark 11 offered partial support on , but official updates and compatibility ended on January 14, 2020, aligning with the broader discontinuation of 11-focused tests. This ensures reliable performance measurement on current x86 architectures while limiting functionality on outdated OS versions to prevent compatibility issues. Cross-platform capabilities expanded significantly with mobile support starting in 2013, when 3DMark introduced dedicated versions for Android and iOS devices, including the Ice Storm benchmark optimized for low-end hardware like entry-level smartphones and tablets. Subsequent updates, such as 3DMark Wild Life in 2020, further unified testing across Windows, Android, and iOS using consistent graphics workloads, allowing direct score comparisons between desktops, laptops, and mobile devices. ARM-based systems gained enhanced support from 2022 onward, with benchmarks like Night Raid updated for ARM64 processors in Windows-on-ARM environments, and Steam Deck compatibility achieved through Proton compatibility layers on SteamOS, enabling users to submit valid scores despite the lack of native Linux binaries for most tests. Additionally, macOS support was added in June 2025 for Apple M-series chips running macOS 14 Sonoma or later, leveraging the Metal API for seamless integration. In emerging technologies, 3DMark incorporated the Vulkan API starting in 2017 for API Overhead tests, with broader adoption in cross-platform benchmarks like Wild Life Extreme by 2020, facilitating support for Linux environments through the Enterprise edition's Steel Nomad test and improving accessibility on ARM and non-Windows systems. Addressing unique challenges, 3DMark includes specific optimizations for integrated GPUs, such as support for Intel Arc graphics in XeSS feature tests (requiring driver versions 31.0.101.3277 or later with advanced performance optimizations disabled to ensure fair scoring). For power-limited devices like mobiles and ultrabooks, tests such as Night Raid, Steel Nomad Light, and Solar Bay scale workloads dynamically to avoid thermal throttling while maintaining accurate graphics performance metrics. Support for Windows Phone was discontinued post-2015, coinciding with the platform's decline and the shift to focus on Android and iOS ecosystems, with legacy tests like Ice Storm ending updates in 2020.

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