DescriptionRelative Benchmark will test your mobile GPU to see if it is able to render an Xbox 360/PS3-like game. The CPU capabilities won't matter at all, but will be considered in a future update. The benchmark consists of an animation filled with post processing effects like High Dynamic Range, Bloom, Depth of Field, God Rays, Screen Space Ambient Occlusion and also features Smooth Shadows, Antialiasing, Anisotropic Filtering that have never been seen before on mobile devices. The scene it renders has approximately 100 000 polygons scattered throughout 100+ distinct materials, but moreso on the terrain. The terrain shader uses 6 texture units to see how well your GPU handles multi texture fetches per pixel.
COOL FACT : This app will run on phones/tablets with Intel/x86/MIPS CPUs, unlike similar apps and games !
You can now view your GPUs OpenGL ES 2/3 Extensions (tapping an OES/EXT/NV extension links to it's documentation page), anisotropic filtering and antialiasing values, pixel shader float precision, and OpenGL ES 3 capabilities (max uniform blocks, max texture array layers, max binary shader formats). Also, it's the only benchmark that can run at 4K resolution (3840x2160) if your GPU supports it.
OpenGL ES 3 users have higher precision shaders and can enable Smoother Shadows and Antialiasing !
Navigation inside the scene is now free, try it out ! (You can move by touching/dragging the left and right side of the screen)
Starting with version 2.2.58 some of the features in the benchmark has levels (Low/Medium/High) whenever possible. Here's how they differ :
DOF - Low ( 7x7 kernel, ) High (15x15 kernel, effectively 4 times more operations)
Shadows - Low (1024x1024 shadow map with a smooth filter of 3x3 ) Med ( MaxTextureSize /2 with 5x5 kernel ) High ( MaxTextureSize with 7x7 kernel )
SSAO - Low ( 1/4 Res ) High ( 1/2 Res, 4x heavier on processing )
For comparison purposes always use the low setting for backwards compatibility with previous submitted scores.
BIG NOTE :
- This benchmark was made to see when mobile GPUs will be fast enough to render an Xbox 360/PS3 game. When it will reach the 60 FPS mark, you can expect games on your device to look like an Xbox 360/PS3 game. We will probably reach this point somewhere in 2014. Taking this data into account I made it so the benchmark will not be rendered obsolete in less than 2 years time.
- If the depth of field,shadows,god rays don't enable, your GPU doesn't support GL_OES_depth_texture (notable GPUs : Tegra 3 )
- if the terrain textures look blocky/low res your GPU doesn't support GL_OES_fragment_precision_high (Notable GPUs : Mali-400)
- there might still be issues with some GPUs, submit an error report (Tap About->SendLog, then wait a bit, it can take up to 30s to build the log) or email us for assistance.
You can submit scores as long as you have HDR/Bloom/DOF on You can submit the score for your current resolution (you can also change the resolution to check/submit the scores posted for that particular resolution). Only Top 100 scores will show up (will be increased in the future) in the scoreloop scores.
All scores from all platforms are shown in the experimental score system. You can also share your score on facebook or twitter (facebook does not post the score text/values, try twitter).
By entering the about screen you can check the current app version.
Also available on :
iOS : http://bit.ly/WmFW6h
Windows 8 : http://bit.ly/X5rx06
Windows Phone 8 : http://www.windowsphone.com/en-us/store/app/relative-benchmark/0b99b556-fc61-493d-b201-f1531a985cc9?appid=0b99b556-fc61-493d-b201-f1531a985cc9
Tags : 3d, Benchmark, tool, OpenGL, Shaders, Mobile, Performance, GPU, tester, iPhone 5S, OpenGL ES 3