Haiku Alpha 4 CPU: Athlon 64 3500+ Motherboard: GAK8NF-9 RAM: 1 GB GeIL PC3200 DDR RAM 2.5-3-3-6 DUAL CHANNEL GPU: Radeon HD 5450 512 MB HDD: Seagate Barracuda 7200.11 320 GB Results: 320x320 = 67.54 (--rate 255) 640x640 = 17.02 800x800 = 10.81 1024x768 = 6.69 Further tests probably do not make sense (on this machine)? I have a problem with this benchmark. Do not set the resolution that I want. And there is a glitch in Terminal when I close the window with animation. Example: VirtualCompositeEngine --width 640 --height 480 Set width to 640 pixels Set height to 640 pixels Aspect Ratio: 4 : 3 Target Frame rate: 60 Composite Engine (0) Status:) Screen ID: 0 Free RenderTasks: 0/88 Frame rate: Target: 60 Current: 16.84 Average: 17.07 Threads: 1 / 8 0: («0» Donatello ) 88 tasks ~/Desktop/Benchmarks> 99 avg) I think the benchmark should check the rendering time of frames! Because you can have many frames, but the lag will occur. I've read a bit about it lately. http://www.opengl-tutorial.org/miscellaneous/an-fps-counter/ 2013/3/1, DERICK Eddy <eddyderick@xxxxxxxx>: > 320x240 -- avg 255.00 (--rate 255)640x480 -- avg 255.0 (--rate 255)800x600 > -- avg 168.22 (--rate 255)1024x768 -- avg 105.23 (--rate 255)1280x1024 -- > avg 62.921600x1200 -- avg 42.021920x1080 -- avg 39.761920x1200 -- avg > 35.522048x1536 -- avg 26.64 > 1000x1000 -- avg 82.64 (--rate 255)2000x2000 -- avg 21.003000x3000 -- avg > 9.754000x4000 -- avg 5.535000x5000 -- avg 3.57 > Intel i7 2600k (quad core 3.4ghz, hyperthreaded) > --- En date de : Ven 1.3.13, looncraz <looncraz@xxxxxxxxxxx> a écrit : > > De: looncraz <looncraz@xxxxxxxxxxx> > Objet: [haiku-development] Virtual CompositeEngine > À: haiku-development@xxxxxxxxxxxxx > Date: Vendredi 1 mars 2013, 3h10 > > As I have mentioned in other e-mails on other topics, I've been working on a > stand-alone implementation of a highly flexible CompositeEngine. > > I am releasing a gcc2 binary here: > http://files.looncraz.net/VirtualCompositeEngine-228.zip > > The default test is 1024x768 @ 60Hz, but you can run it from Terminal and > change the buffer resolution and the frame rate - as well as see a little > more detail as to what is going on behind the scenes. > > The test is designed to mirror a demanding load. Every pixel in the buffer > is updated for every frame. And each update requires at least four > multiplies, two divides, numerous additions, subtractions, bit shifts, and > three hard-to-predict branches. The load is almost 100% integer - as will > be the load in app_server. > > The calculations are akin to drawing the entire Desktop and rendering two > transparent windows over the entire screen without optimizing the current > code in the app_server's rendering code-path (i.e. Painter). > > The most interesting thing, perhaps, about the work is that the only locking > that occurs is for frame control. Even though there is one thread per core > (up to 8) accessing the same buffer. If you are familiar with Cinebench > R11, you will understand what is happening and why you see a grid in the > rendering (the grid is an overlay, as is the FPS). > > Test results at different resolutions and on different hardware would be > greatly appreciated. I have done my best to make the app flexible and > stable. > > Later versions of this test suite will allow multiple-virtual monitor > testing in various configurations. Some code is already in place to show > real windows within the virtual screen and to run real loads to see how > things work during normal use. There is some overhead as a result running > as a client - this can be mostly removed merely by minimizing the window and > watching the frame rate in the Terminal. > > Have fun! > > --The loon > >