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README.md
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README.md
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# PotatoBenchmark
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# The Potato Benchmark Project
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Potato Benchmark is an benchmark project to make it easy to compare performance between LWRP and Built-in pipelines. It contains some baseline performance test scenes that specifically stress parts of the graphics pipeline such as test fill rate of built-in shaders, batching/driver cost and bandwidth.
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The benchmark is still WIP. It builds for Android (GLES2, GLES3, Vulkan) and iOS (Metal) a set of test scenes in LWRP and Built-in. A main scene allows to select which pipeline to test. Each tests scene warms up for 2s. and measure frame times (average, median, min, max) in a period of 8s.
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# How to use it
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## Building to mobile
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In the Unity toolbar select `Tools` then select the target API to built.
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This will either generate an .APK file or an XCode project.
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## Building to other platforms
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There's no custom build script for other platforms other than mobile. You have to switch manually to the platform and build scenes. That's it.
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## With Test Runner
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Go to `Window -> General -> Test Runner`. Then tests can run on either editor or deploy to target device.
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Then to see results go to `Window -> Analysis -> Performance Test Report`
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# Running Tests
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An main menu will display two buttons to select with Pipeline benchmark tests to run. Results will be outputted to console.
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You can filter console output with `[Benchmark]`. F.ex on in Android use the following command line: `adb logcat -s Unity | grep [Benchmark]`.
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Note: If you are running in mobile, please remember to give 2min rest between each pipeline test.
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# Detail about current Tests
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## Fill rate tests
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Stress GPU fragment (ALU/Texture) by rendering a native device resolution set of fullscreen quads. Test is designed to achieve 2.5x overdraw which is acceptable rate for a mobile game.
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The purpose of the fill rate tests is to compare performance of single vs multiple passes strategies for each pipeline built-in shaders in different devices.
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- Lit shader (Directional Light Only)
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- Lit shader (1 Directional + 4 point lights per-pixel)
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## Draw Call (GPU)
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Stress GPU by issueing a considerable number of drawcalls that can be batched.
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Tests have about 1k block building and one directional shadow casting light + PCF Filtering.
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The purpose of the realtime shadow test scene is to compare how each pipeline handles shadow culling, rendering and depth pre-pass.
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Test with and without cascades.
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- Realtime Shadows
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- Realtime Shadows Cascades
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## Draw call (CPU)
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Test batching/cost of drawcall setup by stressing CPU with 2.7k simple drawcalls each with a different materials.
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The purpose of this tests scene is to compare the SetPass cost for each pipeline.
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## Bandwidth
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Stress bandwidth cost.
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The purpose of this test is to figure out points of improvements in terms of bandwidth cost to have a very lean pipeline in term of LOAD/STORE. Currently we have a lot of room for improvement in terms of bandwidth when using MSAA.
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# Credits
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- Spawn Object script adapted from Arnaud's Batcher.
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