Announcement

Collapse
No announcement yet.

Unigine Releases New Heaven For Linux

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Unigine Releases New Heaven For Linux

    Phoronix: Unigine Releases New Heaven For Linux

    Our friends at Unigine Corp released version 3.0 of their very impressive OpenGL tech demo and benchmark today. Unigine Heaven 3.0 works on Linux and Windows platforms along with support being introduced for torturing Apple's Mac OS X...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    "-Fixed minor visual artifacts."

    funny. i do now have some minor visual artifacts, while with previous version i didnt.
    (screen flashes few times during the test)

    few fast results also (didn't close my other programs tho. opera with 38 tabs, deluge and stuff like that was open)

    http://dl.dropbox.com/u/28788188/00000.jpg - 1920x1080
    http://dl.dropbox.com/u/28788188/00001.jpg - 1280x1024
    http://dl.dropbox.com/u/28788188/00002.jpg - 1920x1080 extreme tesselation

    Comment


    • #3
      Heaven now works, but it still has some bugs. Instancing is fixed finally, but texture arrays are used without being enabled (why?). This directive must be added to all shaders which use texture arrays:

      #extension GL_EXT_texture_array : require

      Comment


      • #4
        Originally posted by marek View Post
        Heaven now works, but it still has some bugs. Instancing is fixed finally, but texture arrays are used without being enabled (why?). This directive must be added to all shaders which use texture arrays:

        #extension GL_EXT_texture_array : require
        This is precisely why I wish we had an open source engine that was truly competitive with Unigine in terms of visual fidelity. When developers smartly find issues within the open source engines, there's no need to write a hack-around in the driver (which needlessly complicates code and makes maintenance a nightmare) -- just update the engine to comply with the GL spec. Then everyone is happy.

        Hopefully, though, Unigine pays enough attention to Phoronix after all of Michael's promotions that they will see your post and fix their engine, despite the fact that it is closed source and you can't directly fix their code for them (without buying a Unigine license). They're a small enough company with a close enough affiliation with the Linux graphics crowd that I'm sure they're more willing to listen than the likes of, say, EA or Ubisoft.

        Comment


        • #5
          And the bug introduced in 2.5 persists, OpenGL4 with AA is slower than DX11 with AA, although without AA they're on par.

          @Michael: Can you ask them to do something about it ( since your words have more weight behind them ) or they don't care about OpenGL anymore?

          Comment


          • #6
            Hackintosh with an AMD 5750. I'm surprised that it works.

            Code:
            Powered by Unigine Engine
            
            Heaven Benchmark v3.0 Basic
            
            FPS:	
            22.3
            Scores:	
            563
            Min FPS:	
            15.5
            Max FPS:	
            39.1
            Hardware
            
            Binary:	
            MacOS 64bit GCC 4.2.1 Release Mar 7 2012
            Operating system:	
            Darwin 11.3.0 x86_64
            CPU model:	
            Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
            CPU flags:	
            2674MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
            GPU model:	
            ATI Radeon HD 5700 Series 1024Mb
            Settings
            
            Render:	
            opengl
            Mode:	
            1920x1080 fullscreen
            Shaders:	
            high
            Textures:	
            high
            Filter:	
            trilinear
            Anisotropy:	
            4x
            Occlusion:	
            enabled
            Refraction:	
            enabled
            Volumetric:	
            enabled
            Tessellation:	disabled

            Comment


            • #7
              Originally posted by Licaon View Post
              And the bug introduced in 2.5 persists, OpenGL4 with AA is slower than DX11 with AA, although without AA they're on par.

              @Michael: Can you ask them to do something about it ( since your words have more weight behind them ) or they don't care about OpenGL anymore?
              and the numbers to justify my post

              Sparkle GTX460 336 cores 1024Mb 700/3600MHz
              Binary: Linux 64bit GCC 4.4.5 Release Mar 7 2012
              Binary: Windows 32bit Visual C++ 1600 Release Mar 7 2012
              Operating system: Linux 3.2.0-9.dmz.1-liquorix-amd64 x86_64
              Operating system: Windows 7 (build 7600, Service Pack 1) 64bit
              CPU model: AMD Athlon(tm) II X3 450 Processor
              CPU flags: 3214MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
              GPU model: GeForce GTX 460 PCI Express 295.20 1024Mb
              GPU model: NVIDIA GeForce GTX 460 8.17.12.9573 1024Mb

              Mode: 1920x1080 fullscreen
              Shaders: high
              Textures: high
              Filter: trilinear
              Anisotropy: 16x
              Occlusion: enabled
              Refraction: enabled
              Volumetric: enabled
              Tessellation: normal

              NoAA OpenGL Linux FPS: 31.3 / Scores: 790 / Min FPS: 18.4 / Max FPS: 65.8
              NoAA OpenGL Windows FPS: 30.8 / Scores: 775 / Min FPS: 9.5 / Max FPS: 60.2
              NoAA DX11 Windows FPS: 32.3 / Scores: 812 / Min FPS: 12.9 / Max FPS: 79.0

              4xAA OpenGL Linux FPS: 26.2 / Scores: 660 / Min FPS: 16.4 / Max FPS: 54.2
              4xAA OpenGL Windows FPS: 25.9 / Scores: 653 / Min FPS: 8.6 / Max FPS: 56.8
              4xAA DX11 Windows FPS: 27.9 / Scores: 702 / Min FPS: 16.4 / Max FPS: 63.4

              MSI Radeon HD6770 1GB DDR5 128-bit 800/4400MHz
              Binary: Windows 32bit Visual C++ 1600 Release Mar 7 2012
              Operating system: Windows 7 (build 7601, Service Pack 1) 64bit
              CPU model: Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz
              CPU flags: 3099MHz MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42 HTT
              GPU model: AMD Radeon HD 6700 Series 8.950.0.0 1024Mb

              Mode: 1920x1080 fullscreen
              Shaders: high
              Textures: high
              Filter: trilinear
              Anisotropy: 16x
              Occlusion: enabled
              Refraction: enabled
              Volumetric: enabled
              Tessellation: normal

              OpenGL 4xAA FPS: 13.1 / Scores: 331 / Min FPS: 6.0 / Max FPS: 24.5
              DX11 4xAA FPS: 19.4 / Scores: 488 / Min FPS: 6.3 / Max FPS: 41.2

              Comment


              • #8
                better stuff

                GTX470 now supports tessalation, nicer interface.
                If only we could have some game with such graphics...
                Last edited by dimko; 09 March 2012, 10:23 AM. Reason: errors

                Comment


                • #9
                  Originally posted by dimko View Post
                  GTX470 now supports tessalation, nicer interface.
                  If only we could have some game with such graphics...
                  Oil Rush...

                  Comment


                  • #10
                    Originally posted by FireBurn View Post
                    Oil Rush...
                    I got it since early beta.
                    however, I WANT MOAR!!!! AMM-noyom-nyom.

                    Comment

                    Working...
                    X