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Unigine Superposition: Buffer Utilization & Benchmarking

2017-03-11
everyone we were at the EVGA booth at PAX East 2017 am NOT looking at an EVGA product actually we were looking at a new unit end product if you're familiar with bench working at all in the past you have probably seen image in heaven this is a new software tool from Unigine called superposition and actually from a benchmarking standpoint which is sort of what we do is a really cool thing so I'll show you why the main reason this is just your normal rendering a really complex scene you get your graphics framerate output graphics frequency all that stuff GPU frequency but the cool thing is we can push f3 and see all the buffers so this is what I'm excited about because I'm really curious to know more about these types of numbers we never get this level of access with games unless we get some kind of debug mode and it's exceptionally rare that developers give that to us so with this which is of course a one it's just a one scenario we can look at with this we're seeing things like render texture for example this texture in particular 1080 texture 4 megabytes is what it's taking we can also see things like this texture 256 K or 1 by 256 pixels I should say would be poor correct it takes 256 bytes and then more interesting stuff albedo have you've seen albedo albedo before we talked about it with Crytek at GDC last year I believe and that is to do with physically based rendering we have a whole video talking about that in here also SSAO 960 by 480 taking up 506 K so pretty cool to see exactly how much be Ram the different or cache or whatever may be but B Ram in this case the different aspects of graphics will consume for a different example somewhere in here I don't see it off just right now but somewhere in here there is a reprojection frame and so that is for VR this has a be our benchmark built into it I'm not exactly sure how it works yet but we can see the size in the buffer reprojection frame is consuming so from most of the frames I've seen in here it tends to be about 10 megabytes and a reprojected frame is sort of like when you have a stutter except that's updating your head tracking in VR so that takes up some space of course linear depth opacity depth all these different buffers normal Maps reflection refraction render textures again exposure depth of field all that stuff's in there really cool I'm hoping to dig into it more in the future we'll be talking to unit genic now that's for sure other things we got this is the scene it has some physics crunching going on back here all of these objects are flying off because you can actually modulate the gravity setting live in the benchmark and I'll show that in a moment we've also got the frequency of the GPU frequency of the memory temperature of the GPU and this is just the gtx 1080 of some kind lights that are currently being rendered if that's pretty cool - and lighting has a huge impact on performance in this benchmark we can control that manually as well surfaces being rendered with maps or materials mats being rendered and then we've got these controls down here which I've just hit the monitor control but if we hit f4 we can now take control of the camera it's not not the best frame rate right now to have 30fps but I'm going to walk over here and at this this object we have some controls so this control is for the physics processing and if we turn this way you'll see we've got some stuff flapping around but if I change that everything's flying and now the framerate is tanking as well so we just went from something like 40 to 50 to 30 to 40 we can turn that down one of these controls of lights I'm not sure which one that controls light to some extent and then let's get this last one in here before I sign off by the way you can see the depth of field like crazy in this benchmark but here's the lighting control has some impact on fps and we can configure the benchmark to be a bit more unique so really cool stuff I'm excited to see this because benchmarking tools are great we just automated about half of our synthetic benchmarks I hope this has command line prompts because I would love to have some command line arguments to automate this as well we'll have more on this in the future thank you for watching and go to patreon.com/crashcourse next helps that directly gamers exit on that for more information subscribe for more I'll see you all next time
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