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A New & Exciting OpenGL 3 Benchmark To Run

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  • #11
    As for hosting, I believe SourceForge would be suitable. It has mirrors all over the world, and I'm sure CC-BY license is fine with them. If not, there's also archive.org

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    • #12
      so it is just another quake based benchmark.

      pts is full with that. Pretty one sided. Which aren't other engines used in tests? ut2004 is still around. For example. Vegastrike is VERY demanding, awesome to look at and scriptable. Crystal Space. Ogre. ...

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      • #13
        Vegastrike is demanding? Can't tell by the look of it. Space simulators are very easy to render because you have very little objects in the frame - just a few ships, no terrain or weather to render. If it's slow, it means it's just very poorly optimized.

        Ogre demos pack looks interesting, I'll check if it exposes any performance counters.

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        • #14
          Originally posted by Shnatsel View Post
          Vegastrike is demanding? Can't tell by the look of it. Space simulators are very easy to render because you have very little objects in the frame - just a few ships, no terrain or weather to render. If it's slow, it means it's just very poorly optimized.

          Ogre demos pack looks interesting, I'll check if it exposes any performance counters.
          I've checked Ogre before but as I remember right there was either not any good free demos or there wasn't a way to benchmark it in terms of no timedemo commands, etc.
          Michael Larabel
          https://www.michaellarabel.com/

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          • #15
            Originally posted by Shnatsel View Post
            Vegastrike is demanding? Can't tell by the look of it. Space simulators are very easy to render because you have very little objects in the frame - just a few ships, no terrain or weather to render. If it's slow, it means it's just very poorly optimized.

            Ogre demos pack looks interesting, I'll check if it exposes any performance counters.
            so you never played it.

            It is not 'just a few ships'.

            It is hundreds of ships. Reflecting. Planets with ring systems. Asteroid fields with 'real' objects.

            The game is an incredible big load as soon as you crank up the graphics settings and get into an intensive fight.

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            • #16
              There actually is a good demos pack but it's not very demanding and I can't figure out how to do a timedemo, there doesn't seem to be a way to do it without altering the code. There's no documented timedemo, only a GUI...
              If anybody is willing to help change that, it's probably best to start off by posting to http://www.ogre3d.org/forums

              I've checked out vegastrike and it looks ancient. I don't think anybody gives a damn how it performs nowadays. No timedemo support, of course.

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              • #17
                http://gamelab.mit.edu/games/a-slower-speed-of-light/ would make for a HELL of a benchmark, but again, no benchmark mode or timedemo support

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                • #18
                  Originally posted by Shnatsel View Post
                  There actually is a good demos pack but it's not very demanding and I can't figure out how to do a timedemo, there doesn't seem to be a way to do it without altering the code. There's no documented timedemo, only a GUI...
                  If anybody is willing to help change that, it's probably best to start off by posting to http://www.ogre3d.org/forums

                  I've checked out vegastrike and it looks ancient. I don't think anybody gives a damn how it performs nowadays. No timedemo support, of course.
                  The other option is using APITrace - http://openbenchmarking.org/test/pts/apitrace - to reply a recorded GL dump demo, but that's not reflective of the entire game and at last try for some games there still was some performance issues in replaying the dumps, not to mention they end up being very huge.
                  Michael Larabel
                  https://www.michaellarabel.com/

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                  • #19
                    Okay, I have a question: why the hell are you still using MD5 for checking authencity of downloaded files which you then RUN?!
                    MD5 was broken long ago and has already been used in hash collision attacks to push malformed Windows updates. Seeing you download ~1Gb Xonotic zipfile and check only the MD5 is daunting. At the very least you should check one of the SHA2 family functions, e.g. SHA512.
                    Ideally you'd also add a detached digital signature distributed with the profile and checked after downloading the file.

                    Which brings us to authenticating the test profiles and checking that they're not malformed to download and run an exploit instead of the test binaries. I hope they're at least downloaded over HTTPS?
                    Last edited by Shnatsel; 10 July 2013, 05:24 AM.

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                    • #20
                      md5 is far from dangerous when combined with file size check and compression.

                      Sure, you may be able to create a colliding file with a few weeks' computation. But is that colliding file going to be a valid zip/gzip/bzip2 file? And with the exact same size to the byte?

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