AConsumersGuidetoGraphicsBenchmarks
(2024-06-12 15:50:04)
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What Are Graphics Benchmarks?
There are many graphics benchmarks to choose from but today I
will be focusing on the three below:
3DMark Ice Storm from Futuremark
GFXBench 3.0 from Kishonti
Basemark X from Rightware
All of the above include game-like graphics tests that contain
highly complex content which aims to push the GPU to the limit. The
results offer consumers an idea of the relative performance of
current devices but also to provide semiconductor companies and
OEMs a way to analyze their next-generation designs.
We use these benchmarks too – and many others – to offer you
performance efficiency numbers for our PowerVR graphics IP. For
example, when we introduced our PowerVR Series6XT family, we stated
the following:
[PowerVR] Series6XT GPUs achieve up to a 50% performance
increase on the latest industry standard benchmarks compared to
equivalent configurations of previous generation GPUs. And with a
significant increase in raw GFLOPS, Series6XT delivers the
industry’s best performance in both GFLOPS/mm2 and GFLOPS/mW.
These figures were based on multiple and extensive runs of the
tests above which feature impressive visuals and detailed
rendering. We continue to use these benchmarks – in addition to
real world applications and feedback from developers or customers –
to optimize the driver performance for our latest PowerVR Rogue
GPUs.
Frames per second
Open up any of the results page for the most popular graphics
benchmarks today and you immediately see a few headline
numbers.
Probably the common number across every benchmark is the frame
rate, expressed in frames per second (fps). This is an objective
score based on the total frame time required to complete a given
workload.
For example, the Manhattan test (part of the GFXBench 3.0
suite) lasts for 62 seconds and includes a sequence that implements
the latest OpenGL ES 3.0 features. Let’s examine the latest Teclast
P98 Air results; the tablet has an Allwinner A80T processor that
features a PowerVR G6230 GPU. The offscreen performance of this
particular chip is 7.0 fps; this means that the GPU is able to
render 432 frames in 62 seconds.
The Manhattan test is part of the GFXBench 3.0 graphics
benchmark designed to test OpenGL ES 3.0 performance
The fps information can be presented to end-users in a variety
of ways. Since a well-designed GPU benchmark workload is very heavy
and tends to result in low fps figures for entry-level devices,
some consumers might assume the low result implies a low performing
GPUs.
To battle this misconception, Rightware’s Basemark X uses a
method of normalization and multiplying to derive a score with a
higher nominal value. If we look at the Power Board offered by
Rightware, the PowerVR SGX544MP2 GPU inside the Asus Memo Pad FHD
10 tablet achieves an average score of 9961.47.
Basemark® X is a popular benchmarking tool for cross-platform
evaluation and comparison of gaming and graphics performance
The result above is obtained by Rightware by using the
following formula:
Final score = 2500 * FPS(DUNES_OFFSCREEN)/REF_DUNES + 2500 *
FPS(HANGAR_OFFSCREEN)/REF_HANGAR
REF_DUNES and REF_HANGAR are off-screen fps numbers achieved
on a Samsung Galaxy S4 (GT-I9505). The actual values for these
reference numbers are:
REF_DUNES = 7.6897 fps
REF_HANGAR = 5.6559 fps
Choosing a reference metric based on the concept that
generally higher is better makes things easier for consumers. But
the overall score is actually a combination of multiple elements
and typically hides the underlying details; therefore, it is
important that benchmark users always look beyond the simple score
when making in-depth technical analysis and request to see all the
facts.
It is also useful to remember that most benchmarks are
designed to stress the design to the maximum; therefore, a low fps
number does not automatically mean a bad user experience since most
real-world applications are highly optimized to run well across
many devices, including affordable platforms which may have a more
modest GPU on board.
Triangles
Triangles are perhaps the most abused and overrated metric in
graphics today – and I cannot stress this enough. Real world
applications have modest triangles rate requirements; moreover,
high triangle rates in mobile quickly become memory bandwidth
limited way before they turn out to be GPU-limited.
In fact, on most GPUs today, triangle throughput is no longer
a problem – or even a relevant metric. Mobile GPUs today can easily
support 100 to 200 million triangles per second (MTri/s), providing
more than enough resources for real world cases. Additionally, this
number even exceeds excessive usage cases such as one triangle per
pixel at 60 fps for Full HD (1080p) resolutions.
If we look at mobile games today, racing simulators or first
person shooters featuring intensive 3D graphics usually average
tens of thousands of triangles (e.g. Real Racing 3 has 80,500 while
Shadowgun: Deadzone pushes around 20,000) while casual-style 2D
games usually stay in the thousands range (e.g. The Simpsons Arcade
peaks at below 10,000).
Even the graphics tests in the Ice Storm suite from 3DMark
only go up to 190,000 triangles; we have also shown the Cloud Gate
graphics test (1.1 million triangles) running smoothly on
current-generation PowerVR Rogue GPUs at MWC this year. The scene
below contains OpenGL ES 3.0-based particle effects, FFT-based
bloom and depth of field effects.
3DMark OpenGL ES 3.0 Benchmark from FuturemarkImagination was
first to demonstrate 3DMark Cloud Gate (1.1 million triangles, 15.6
MPixels) running on PowerVR Series6 GPUs
PowerVR Rogue GPUs deliver several hundred million triangles
per second, which is more than enough to run even the most
geometry-intensive real world applications.
Pixels and texels
Pixel rates on the other hand are probably the most important
metric for all market segments and typical usage scenarios. User
interfaces or browser running at 60 fps are all about pushing
textured pixels.
If you are looking for an easy top level requirement
calculation, the formula below offers you the headline million
pixels per second (MPix/s) figure:
Screen resolution x fps = pixels/sec
Often enough, this number has to be multiplied with the
complexity factor of a scene since texture and alpha layers can add
quite a significant level of complexity. The table below offers you
an indication of how pixel performance stacks up for a range of
popular devices:
Consumer guide-Benchmarks-MPixels per second_fPixels per
second is probably the most important metric for all market
segments and typical usage scenarios
If you are using GFXBench, a metric that indicates texel
(texture pixels) performance is Fill. For example, the PowerVR
G6400 GPU inside the Intel® Atom™ Z3460 processor offers 3225
MTexels/s.
In the case of 3DMark Ice Storm and Ice Storm Extreme, the
pixel load varies between 1.9 to 18.6 million. Futuremark has
published the details of each test and the score formulas in a
publicly-available technical guide; the company is among the few
mobile benchmark developers that openly share the inner workings of
benchmarks in this way.
3DMark includes everything you need to benchmark your graphics
hardware in one app
Note: when you look up pixel or texel rates for GPUs, make
sure the vendor is quoting sustained and real measured fillrate,
not just theoretical peak numbers.
GFLOPS
Floating point operations per second (FLOPS) are increasingly
becoming a critical parameter for mobile GPUs when it comes to
graphics and compute performance. The FLOPS metric indicates the
number crunching ability of a graphics processor and can be
compared to the million instructions per second (MIPS) that a CPU
can deliver.
FLOPS determine ALU shader complexity level and usually impact
several elements related to rendering a scene: the complexity of
animation and lighting, the complexity of pixel shading, image
quality and user experience.
The increase in FLOPS performance has been exponential,
following the same trend seen in desktop PC and console markets.
The diagram below gives you an indication of how PowerVR GPUs have
evolved over the last decade:
Graphics-perf-powervrMobile GFLOPS performance has seen
exponential growth
GFXBench 3.0 includes a test called ALU which is designed to
measure ALU performance for a given scenario and uses a relatively
complex pixel shader.
However this should not be used to determine peak GFLOPS
performance since that would require a highly optimized
micro-benchmark. Mobile GPUs can have very different architectures
so ALU tests that determine peak GFLOPS performance must be
carefully designed and optimized down to the metal.
Driver overhead, physics and other various tests
Some graphics benchmarks also include tests that focus on
other areas related to rendering. For example, GFXBench 3.0 offers
a Driver overhead test which is essentially a test that measures
the impact of making a range of real world API calls through the
driver (e.g. switching states).
There are also a few tests inside graphics benchmarks that are
related to other parts of the chip. For example, the physics test
in 3DMark mostly measures CPU performance.
Long-term performance
If you are looking at a better indication of real-world
workloads for current-generation graphics hardware, long term
performance is probably your best bet.
No benchmark should exclude this important feature. What
really matters in real world applications is delivering sustained
performance over time (i.e. tens of minutes) – not just the first
minute; if you look at some recent results in GFBench 3.0, you can
see how competing products aggressively throttle over time,
dropping to 30% to 50% of peak performance. Meanwhile, PowerVR GPUs
do not skip a single beat.
PowerVR GPU-GFXBench-performancePowerVR GPUs deliver sustained
performance
Final words
GPU metrics sound simple, but the complexity of the underlying
architecture and the fuzziness of terms like vertex, triangle,
shader and cores often lead to abuse or confusion.
So what are benchmarks useful for, you might ask? For one,
usually graphics IP does not exist in silicon at the time of
licensing, so we use benchmark results to give an indication of
performance to our customers. Imagination has extensive emulation
capabilities and quotes all frames used in testing.
Secondly, benchmarks offer useful single data points that show
performance for a specific usage; the results needs to be well
understood and carefully used since a given benchmark might bear no
relation to a specific product.
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