Title: Benchmark Post by: fromhell on March 03, 2010, 01:23:05 PM What are some ideas of demos/maps that can profile performance of systems as well as the game itself?
CPU: - A demo of 24 Angelyss/dark FFAing on oa_shouse - A flyby of oasago2 - A ton of lens flares (oa_pvomit with r_flares and r_lensReflections is one big fps killer) - A huge tesselated surface with an environment map GPU: - A flyby of an average map - A map made entirely of ASE models - A map with a large amount of smoke and fog (Fillrate test) - A bunch of static models with 1 stages of shaders each (Voodoo) - A bunch of static models with 2 stages of shaders each (Voodoo2) - A bunch of static models with 4 stages of shaders each (Geforce2, Radeon) - A bunch of static models with 8 stages of shaders each (Kyro2, R300, Geforce3) Memory: - A demo of 24 different bots FFAing on am_galmelvish Sound: - A map with 24 different target_sound ambient noises playing back all over the map - A map firing rockets all over the place (panning test) Preset configs: - Phone.cfg (320x240x32, dipstick 4, Lightmap, Bilinear) - Crap.cfg (640x480x16, dipstick 3, Lightmap, Bilinear) - Lowend.cfg (1024x768x32, dipstick 1, Lightmap, Trilinear, Flares) - Midrange.cfg (1280x720x32, dipstick 0, Lightmap, Anisotropic 4x, Bloom, Flares, Leienhancement) - Hidef.cfg (1920x1080x32, dipstick 0, Lightmap, Anisotropic 16x, Bloom, Flares, Leienhancement, Lens Reflections 1 AND 2) Title: Re: Benchmark Post by: Neon_Knight on March 03, 2010, 01:25:10 PM Flyby over czest1dm. There're very laggy areas on that map.
Title: Re: Benchmark Post by: fromhell on March 03, 2010, 01:43:20 PM I think a special UI.qvm could simplify the benchmark process and provide multiple results on one screen for example, and easy 'config' switching.
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