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Unigine Releases New Heaven For Linux

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  • phoronix
    started a topic Unigine Releases New Heaven For Linux

    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...

    http://www.phoronix.com/vr.php?view=MTA2Nzg

  • Licaon
    replied
    To get rid of ads, edit 'heaven.bat' on Windows or 'heaven' script on Linux to load "... -config ../data/launcher/launcher-pro.xml" ( it's launcher-pro.xml instead or launcher.xml )

    Leave a comment:


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

    Leave a comment:


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

    Leave a comment:


  • dimko
    replied
    better stuff

    GTX470 now supports tessalation, nicer interface.
    If only we could have some game with such graphics...
    Last edited by dimko; 03-09-2012, 10:23 AM. Reason: errors

    Leave a comment:


  • Licaon
    replied
    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

    Leave a comment:


  • russofris
    replied
    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

    Leave a comment:


  • Licaon
    replied
    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?

    Leave a comment:


  • allquixotic
    replied
    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.

    Leave a comment:


  • marek
    replied
    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

    Leave a comment:

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