Th3Ya0vi / vdrift-ogre

Automatically exported from code.google.com/p/vdrift-ogre
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Benchmark mode #148

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
This was visited some months ago, but I'll put it here so it's not forgotten.

Originally suggested by Michael Larabel of Phoronix.com (IIRC), we should have 
a benchmarking mode that allows automation. I follow Phoronix myself and think 
idtech3 engine is overrepresented in the benchmarks there whereas Ogre is 
benchmarked hardly ever, so this could be a nice opportunity for us.

The simplest way I can think is as follows:
1. Record nice replay of a lap on a short track and put that to the 
distribution (is it possible to have enough small replay file? I don't want to 
double the installer size because of this)
2. Supply a couple of different options presets, e.g. benchmark-medium.cfg  and 
benchmark-best.cfg files
3. Implement (if not already) average FPS counting over entire run
4. Add a command line option that a) loads the requested option presets and 
resolution, b) loads the replay and associated track, c) plays the replay 
tracking the FPS, d) auto-quits once done, e) creates a file (stdout is 
probably too polluted) with the results: SR version, options used, average fps 
etc.

Considerations:
* Check what VDrift's -benchmark option does and if it could be used
* The whole benchmark process should not require any human input
* Results file should be crafted machine reading in mind

Original issue reported on code.google.com by tapiovie...@gmail.com on 12 Apr 2012 at 3:01

GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 12 Apr 2012 at 3:37

GoogleCodeExporter commented 8 years ago
Seems there's a better way to implement the thing, speeding up benchmarking 
(quoted from 
http://phoronix.com/forums/showthread.php?70314-The-Best-Looking-Open-Source-Gam
e&p=258344#post258344):

"the timedemo feature found in many quake-based engines allows you to play back 
a demo, but it does it differently. Instead of playing it back in "realtime," 
it simply draws a new frame for each "snapshot" in the demo. In Quake II (and 
Alien Arena,) 10 snapshots are generated per second. I think in Quake III it's 
20. So if you can render at 100 FPS, in Quake II playing a demo in timedemo 
mode makes the playback 10x as fast. So to get an average framerate, you just 
need to time the timedemo. This feature was added specifically for performance 
testing and it is invaluable to developers looking to optimize their code. If 
your game engine doesn't have this feature, it's definitely worth adding (or 
fixing, LOL.)"

Original comment by tapiovie...@gmail.com on 12 Apr 2012 at 8:01

GoogleCodeExporter commented 8 years ago
Deadly low priority; over 6 months; closing.

Original comment by Cry...@gmail.com on 20 Nov 2012 at 6:02

GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 20 Nov 2012 at 6:03