Volumetrics - fast real-time volume rendering
- sinbad
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Yummy! Looks fabulous.sinbad wrote:Yes, I like the depth map version best, and it's best to look at the upper smoke particle to get a view to how it might look in a real app, like this:
/* Less noise. More signal. */
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nice demonstration
my results with nvidia 9600GT mobile:
22:04:55:
BENCHMARK
System information:
Allow NVPerfHUD: No
Anti aliasing: None
Floating-point mode: Fastest
Full Screen: Yes
Rendering Device: %NVIDIA_G84.DEV_0407.3%
VSync: No
Video Mode: 1024 x 768 @ 32-bit colour
Results:
Different materials Planar unshaded particle without texture 1 3735
Different materials Planar mesh with 5 slices without texture 1 2737
Different materials Planar mesh with 9 slices without texture 1 2165
Different materials Planar mesh with 19 slices without texture 1 1213
Different materials Planar mesh with 39 slices without texture 1 726
Different materials Planar mesh with 79 slices without texture 1 412
Different materials Planar mesh with 5 slices without texture (depth texture still rendered) 1 1812
Different materials Planar mesh with 9 slices without texture (depth texture still rendered) 1 1537
Different materials Planar mesh with 19 slices without texture (depth texture still rendered) 1 981
Different materials Planar mesh with 39 slices without texture (depth texture still rendered) 1 633
Different materials Planar mesh with 79 slices without texture (depth texture still rendered) 1 379
Different materials Unshaded constant volume without texture 1 1876
Different materials Unshaded lineair volume without texture 1 1810
Different materials Unshaded spherical volume without texture 1 1626
Different materials Unshaded depth map volume without texture 1 1856
Different materials Shaded spherical volume without texture 1 1325
Different materials Planar unshaded particle with texture 1 3338
Different materials Planar mesh with 5 slices with texture 1 2403
Different materials Planar mesh with 9 slices with texture 1 1812
Different materials Planar mesh with 19 slices with texture 1 1035
Different materials Planar mesh with 39 slices with texture 1 604
Different materials Planar mesh with 79 slices with texture 1 337
Different materials Planar mesh with 5 slices with texture (depth texture still rendered) 1 1656
Different materials Planar mesh with 9 slices with texture (depth texture still rendered) 1 1343
Different materials Planar mesh with 19 slices with texture (depth texture still rendered) 1 858
Different materials Planar mesh with 39 slices with texture (depth texture still rendered) 1 538
Different materials Planar mesh with 79 slices with texture (depth texture still rendered) 1 314
Different materials Planar mesh with 5 slices with texture, rendered to floating buffer 1 1073
Different materials Planar mesh with 9 slices with texture, rendered to floating buffer 1 848
Different materials Planar mesh with 19 slices with texture, rendered to floating buffer 1 525
Different materials Planar mesh with 39 slices with texture, rendered to floating buffer 1 317
Different materials Planar mesh with 79 slices with texture, rendered to floating buffer 1 175
Different materials Unshaded constant volume with texture 1 1863
Different materials Unshaded lineair volume with texture 1 1806
Different materials Unshaded spherical volume with texture 1 1627
Different materials Unshaded depth map volume with texture 1 1837
Different materials Shaded spherical volume with texture 1 1300
Finished benchmarking!
my results with nvidia 9600GT mobile:
22:04:55:
BENCHMARK
System information:
Allow NVPerfHUD: No
Anti aliasing: None
Floating-point mode: Fastest
Full Screen: Yes
Rendering Device: %NVIDIA_G84.DEV_0407.3%
VSync: No
Video Mode: 1024 x 768 @ 32-bit colour
Results:
Different materials Planar unshaded particle without texture 1 3735
Different materials Planar mesh with 5 slices without texture 1 2737
Different materials Planar mesh with 9 slices without texture 1 2165
Different materials Planar mesh with 19 slices without texture 1 1213
Different materials Planar mesh with 39 slices without texture 1 726
Different materials Planar mesh with 79 slices without texture 1 412
Different materials Planar mesh with 5 slices without texture (depth texture still rendered) 1 1812
Different materials Planar mesh with 9 slices without texture (depth texture still rendered) 1 1537
Different materials Planar mesh with 19 slices without texture (depth texture still rendered) 1 981
Different materials Planar mesh with 39 slices without texture (depth texture still rendered) 1 633
Different materials Planar mesh with 79 slices without texture (depth texture still rendered) 1 379
Different materials Unshaded constant volume without texture 1 1876
Different materials Unshaded lineair volume without texture 1 1810
Different materials Unshaded spherical volume without texture 1 1626
Different materials Unshaded depth map volume without texture 1 1856
Different materials Shaded spherical volume without texture 1 1325
Different materials Planar unshaded particle with texture 1 3338
Different materials Planar mesh with 5 slices with texture 1 2403
Different materials Planar mesh with 9 slices with texture 1 1812
Different materials Planar mesh with 19 slices with texture 1 1035
Different materials Planar mesh with 39 slices with texture 1 604
Different materials Planar mesh with 79 slices with texture 1 337
Different materials Planar mesh with 5 slices with texture (depth texture still rendered) 1 1656
Different materials Planar mesh with 9 slices with texture (depth texture still rendered) 1 1343
Different materials Planar mesh with 19 slices with texture (depth texture still rendered) 1 858
Different materials Planar mesh with 39 slices with texture (depth texture still rendered) 1 538
Different materials Planar mesh with 79 slices with texture (depth texture still rendered) 1 314
Different materials Planar mesh with 5 slices with texture, rendered to floating buffer 1 1073
Different materials Planar mesh with 9 slices with texture, rendered to floating buffer 1 848
Different materials Planar mesh with 19 slices with texture, rendered to floating buffer 1 525
Different materials Planar mesh with 39 slices with texture, rendered to floating buffer 1 317
Different materials Planar mesh with 79 slices with texture, rendered to floating buffer 1 175
Different materials Unshaded constant volume with texture 1 1863
Different materials Unshaded lineair volume with texture 1 1806
Different materials Unshaded spherical volume with texture 1 1627
Different materials Unshaded depth map volume with texture 1 1837
Different materials Shaded spherical volume with texture 1 1300
Finished benchmarking!
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Re: Volumetrics - fast real-time volume rendering
I finally did some final tweaking and have my little program ready to do benchmarking! So what I would like to request is that some people run my little benchmark and send me the results. I hope some of you have time for this! It takes about ten minutes and runs automatically, just press F5 in the program. There is a file Explanation.txt that explains exactly what to do, please have a look at it before running for the right settings! Here is the executable (plus the source for who is interested):
Volumetrics v07 benchmark.zip
Edit: please run these tests at the heighest resolution your monitor supports, not necessarily at 1024*768. On newer computers, framerates tend to be too high to measure otherwise.
Volumetrics v07 benchmark.zip
Edit: please run these tests at the heighest resolution your monitor supports, not necessarily at 1024*768. On newer computers, framerates tend to be too high to measure otherwise.
Last edited by Oogst on Fri Mar 27, 2009 1:10 pm, edited 1 time in total.
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- xadhoom
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Re: Volumetrics - fast real-time volume rendering
Very cool project. Can you please post a link here to your thesis after you finished it?
http://www.mediafire.com/file/1n2jdm4zdod/benchmark.ip
xad
http://www.mediafire.com/file/1n2jdm4zdod/benchmark.ip
xad
- jimanjr
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Re: Volumetrics - fast real-time volume rendering
I love those particles O.O
I guess you need benchmark results from lower end systems, but here you go anyway.
I guess you need benchmark results from lower end systems, but here you go anyway.
- Attachments
-
- Bench.zip
- (4.46 KiB) Downloaded 95 times
ATi HD4870x2, Q9550 @ 3.7GHz, 4GB 870MHz, Vista Business 64-bit
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15
- stealth977
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Re: Volumetrics - fast real-time volume rendering
My Test Results:
ismail,
Code: Select all
13:17:26:
BENCHMARK Volumetrics v7
System information:
Allow NVPerfHUD: No
Anti aliasing: None
Floating-point mode: Fastest
Full Screen: Yes
Rendering Device: ATI Mobility Radeon HD 3470
VSync: No
Video Mode: 800 x 600 @ 32-bit colour
Results:
Different materials Planar unshaded particle without texture 1 2490
Different materials Planar mesh with 5 slices without texture 1 1710
Different materials Planar mesh with 9 slices without texture 1 1343
Different materials Planar mesh with 19 slices without texture 1 931
Different materials Planar mesh with 39 slices without texture 1 587
Different materials Planar mesh with 79 slices without texture 1 320
Different materials Planar mesh with 5 slices without texture (depth texture still rendered) 1 909
Different materials Planar mesh with 9 slices without texture (depth texture still rendered) 1 796
Different materials Planar mesh with 19 slices without texture (depth texture still rendered) 1 631
Different materials Planar mesh with 39 slices without texture (depth texture still rendered) 1 449
Different materials Planar mesh with 79 slices without texture (depth texture still rendered) 1 274
Different materials Unshaded constant volume without texture 1 932
Different materials Unshaded lineair volume without texture 1 926
Different materials Unshaded spherical volume without texture, logarithmic density (default) 1 847
Different materials Unshaded spherical volume without texture, lineair density 1 852
Different materials Unshaded spherical volume without texture, square root density 1 820
Different materials Unshaded depth map volume without texture 1 907
Different materials Shaded spherical volume without texture 1 767
Different materials Planar unshaded particle with texture 1 2135
Different materials Planar mesh with 5 slices with texture 1 1463
Different materials Planar mesh with 9 slices with texture 1 1072
Different materials Planar mesh with 19 slices with texture 1 691
Different materials Planar mesh with 39 slices with texture 1 405
Different materials Planar mesh with 79 slices with texture 1 223
Different materials Planar mesh with 5 slices with texture (depth texture still rendered) 1 834
Different materials Planar mesh with 9 slices with texture (depth texture still rendered) 1 689
Different materials Planar mesh with 19 slices with texture (depth texture still rendered) 1 509
Different materials Planar mesh with 39 slices with texture (depth texture still rendered) 1 333
Different materials Planar mesh with 79 slices with texture (depth texture still rendered) 1 200
Different materials Planar mesh with 5 slices with texture, rendered to floating buffer 1 611
Different materials Planar mesh with 9 slices with texture, rendered to floating buffer 1 481
Different materials Planar mesh with 19 slices with texture, rendered to floating buffer 1 332
Different materials Planar mesh with 39 slices with texture, rendered to floating buffer 1 205
Different materials Planar mesh with 79 slices with texture, rendered to floating buffer 1 115
Different materials Unshaded constant volume with texture 1 898
Different materials Unshaded lineair volume with texture 1 890
Different materials Unshaded spherical volume with texture, logarithmic density (default) 1 831
Different materials Unshaded spherical volume with texture, lineair density 1 835
Different materials Unshaded spherical volume with texture, square root density 1 792
Different materials Unshaded depth map volume with texture 1 906
Different materials Shaded spherical volume with texture 1 756
Finished benchmarking!
Ismail TARIM
Ogitor - Ogre Scene Editor
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Repository: https://bitbucket.org/ogitor
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Repository: https://bitbucket.org/ogitor
- xadhoom
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Re: Volumetrics - fast real-time volume rendering
@jimanjr: your spec file is missing
@Stealth799: it seams you did not set the correct resolution (1024x768) and missed the other files as mentioned in the readme...
xad
@Stealth799: it seams you did not set the correct resolution (1024x768) and missed the other files as mentioned in the readme...
xad
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Re: Volumetrics - fast real-time volume rendering
Wow, those are some really quick reactions, nice!
I am not really looking for specifically low end or high end systems, just variation (old/new, mobile/normal, Ati/Nvidia).
I do note that framerates are extremely high on new computers and that such high framerates are actually less correct, since GPUs are not always optimal at such framerates. I see that in these scores: for the first four tests, my 6600GT gets these scores (divide by 5 to get the framerate): 3573, 2324, 1691, 1066. However, xadhoom's scores are so high, that they are all capped by the GPU: 7233 7111 7135 7328. Maybe I should ask people to run on the heighest resolution their monitor supports? That seems a better idea.
That makes it unnecessary to use specific resolutions, so then stealth977's results are useable as they were posted.
@jimanjr/stealth977: Since the spec files are missing: could you both give me these details on your computer?
-RAM
-video RAM
-processor type and speed
-Operating system (XP/Vista/something else)
I am not really looking for specifically low end or high end systems, just variation (old/new, mobile/normal, Ati/Nvidia).
I do note that framerates are extremely high on new computers and that such high framerates are actually less correct, since GPUs are not always optimal at such framerates. I see that in these scores: for the first four tests, my 6600GT gets these scores (divide by 5 to get the framerate): 3573, 2324, 1691, 1066. However, xadhoom's scores are so high, that they are all capped by the GPU: 7233 7111 7135 7328. Maybe I should ask people to run on the heighest resolution their monitor supports? That seems a better idea.
That makes it unnecessary to use specific resolutions, so then stealth977's results are useable as they were posted.
@jimanjr/stealth977: Since the spec files are missing: could you both give me these details on your computer?
-RAM
-video RAM
-processor type and speed
-Operating system (XP/Vista/something else)
Sure! It is almost done actually, should be ready in a month or something like that. (Almost done? A month? Yes, I do my thesis in my spare time next to a full-time job, so it goes really slow...)xadhoom wrote:... Can you please post a link here to your thesis after you finished it? ...
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Blightbound: coop online dungeon crawler (PC)
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Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
- stealth977
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Re: Volumetrics - fast real-time volume rendering
My laptop:
Processor: Core2Duo P8600 2.4GHZ
RAM 3GB 800 Mhz
VRAM: 256 MB
OS: Vista
ismail,
Processor: Core2Duo P8600 2.4GHZ
RAM 3GB 800 Mhz
VRAM: 256 MB
OS: Vista
ismail,
Ismail TARIM
Ogitor - Ogre Scene Editor
WWW:http://www.ogitor.org
Repository: https://bitbucket.org/ogitor
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Repository: https://bitbucket.org/ogitor
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- Ogre Magi
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Re: Volumetrics - fast real-time volume rendering
Here, the benchmark logs and spec file from me.
There are some errors in the Ogre.log.
If the errors are a problem, you can ask me to run it again, if you think you know what the problem is.
There are some errors in the Ogre.log.
If the errors are a problem, you can ask me to run it again, if you think you know what the problem is.
- Attachments
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- reptor-Volumetrics-v07-benchmark.zip
- (13.21 KiB) Downloaded 93 times
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Re: Volumetrics - fast real-time volume rendering
Wow, errors, I forgot to check for that! I did a little check and it turns out that the problematic material is not being used and should already have been removed, so it is no problem.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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Re: Volumetrics - fast real-time volume rendering
OK, great it's not a problem.
- jimanjr
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Re: Volumetrics - fast real-time volume rendering
Oh, sorry about that. The specs are in my sig:
ATi HD4870x2, Q9550 @ 3.7GHz, 4GB 870MHz, Vista Business 64-bit
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15
I could run the test in 1920x1080 and AAx8 if it helps.
I'm really interested in how fast those techniques are. I might have a few uses for them
Edit: The specs.txt won't change no matter what. I still see what I guess is your laptop
Edit2: I added a new log. I saved the specs.txt manually. And I see the CPU speed is wrong, so there's the CPU-Z screenie. This test was run with 1920x1080 resolution, AA set to "Level 8", and I enabled 16x anisotropic filtering and supersampling (adaptive anti-aliasing) from the Catalyst Control Center. I managed to lower the framerate
ATi HD4870x2, Q9550 @ 3.7GHz, 4GB 870MHz, Vista Business 64-bit
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15
I could run the test in 1920x1080 and AAx8 if it helps.
I'm really interested in how fast those techniques are. I might have a few uses for them
Edit: The specs.txt won't change no matter what. I still see what I guess is your laptop
Edit2: I added a new log. I saved the specs.txt manually. And I see the CPU speed is wrong, so there's the CPU-Z screenie. This test was run with 1920x1080 resolution, AA set to "Level 8", and I enabled 16x anisotropic filtering and supersampling (adaptive anti-aliasing) from the Catalyst Control Center. I managed to lower the framerate
- Attachments
-
- cpuz.jpg (59.11 KiB) Viewed 3384 times
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- bench2.zip
- (9.19 KiB) Downloaded 87 times
ATi HD4870x2, Q9550 @ 3.7GHz, 4GB 870MHz, Vista Business 64-bit
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15
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Re: Volumetrics - fast real-time volume rendering
For everyone who ran the tests so far: thank you very much! I will run a few more tests on the computers at work to get a more complete set of results, and then I will post the results early next week. In the meanwhile: anyone who is still willing to run the tests is more than welcome! I have the results for 8 different configurations now and tests at work will add two more to that, bringing the total so far to ten.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
- Nargil
- Greenskin
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Re: Volumetrics - fast real-time volume rendering
Code: Select all
23:18:55:
BENCHMARK Volumetrics v7
System information:
Allow NVPerfHUD: No
Anti aliasing: None
Floating-point mode: Fastest
Full Screen: Yes
Rendering Device: NVIDIA Quadro FX 1600M (Prerelease - WDDM 1.1)
VSync: No
Video Mode: 1024 x 768 @ 32-bit colour
Results:
Different materials Planar unshaded particle without texture 1 3114
Different materials Planar mesh with 5 slices without texture 1 2008
Different materials Planar mesh with 9 slices without texture 1 1532
Different materials Planar mesh with 19 slices without texture 1 1012
Different materials Planar mesh with 39 slices without texture 1 604
Different materials Planar mesh with 79 slices without texture 1 335
Different materials Planar mesh with 5 slices without texture (depth texture still rendered) 1 1592
Different materials Planar mesh with 9 slices without texture (depth texture still rendered) 1 1269
Different materials Planar mesh with 19 slices without texture (depth texture still rendered) 1 883
Different materials Planar mesh with 39 slices without texture (depth texture still rendered) 1 554
Different materials Planar mesh with 79 slices without texture (depth texture still rendered) 1 319
Different materials Unshaded constant volume without texture 1 1929
Different materials Unshaded lineair volume without texture 1 1899
Different materials Unshaded spherical volume without texture, logarithmic density (default) 1 1804
Different materials Unshaded spherical volume without texture, lineair density 1 1812
Different materials Unshaded spherical volume without texture, square root density 1 1784
Different materials Unshaded depth map volume without texture 1 1943
Different materials Shaded spherical volume without texture 1 1592
Different materials Planar unshaded particle with texture 1 2951
Different materials Planar mesh with 5 slices with texture 1 2065
Different materials Planar mesh with 9 slices with texture 1 1615
Different materials Planar mesh with 19 slices with texture 1 1097
Different materials Planar mesh with 39 slices with texture 1 681
Different materials Planar mesh with 79 slices with texture 1 395
Different materials Planar mesh with 5 slices with texture (depth texture still rendered) 1 1617
Different materials Planar mesh with 9 slices with texture (depth texture still rendered) 1 1326
Different materials Planar mesh with 19 slices with texture (depth texture still rendered) 1 956
Different materials Planar mesh with 39 slices with texture (depth texture still rendered) 1 621
Different materials Planar mesh with 79 slices with texture (depth texture still rendered) 1 372
Different materials Planar mesh with 5 slices with texture, rendered to floating buffer 1 1466
Different materials Planar mesh with 9 slices with texture, rendered to floating buffer 1 1199
Different materials Planar mesh with 19 slices with texture, rendered to floating buffer 1 854
Different materials Planar mesh with 39 slices with texture, rendered to floating buffer 1 551
Different materials Planar mesh with 79 slices with texture, rendered to floating buffer 1 324
Different materials Unshaded constant volume with texture 1 1930
Different materials Unshaded lineair volume with texture 1 1887
Different materials Unshaded spherical volume with texture, logarithmic density (default) 1 1794
Different materials Unshaded spherical volume with texture, lineair density 1 1807
Different materials Unshaded spherical volume with texture, square root density 1 1749
Different materials Unshaded depth map volume with texture 1 1937
Different materials Shaded spherical volume with texture 1 1576
Finished benchmarking!
Hardcore libertarian, hardcore programmer.
Dell M6300: T9300, 4GB, Quadro FX1600M, 17" 1920x1200p non-glare, OCZ Vertex 120 + external Seagate 120GB 7200.3
Use the power of 2 - literally. Non 2^n texture sizes may crash your graphic driver
Dell M6300: T9300, 4GB, Quadro FX1600M, 17" 1920x1200p non-glare, OCZ Vertex 120 + external Seagate 120GB 7200.3
Use the power of 2 - literally. Non 2^n texture sizes may crash your graphic driver
- jorrit5477
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Re: Volumetrics - fast real-time volume rendering
Here another two benchmarks, one on my regular machine, one on a laptop. The laptop was interesting, it didn't show any textures and couldn't complete all tests (it hung). Looked good on the regular machine though!
- Attachments
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- benchmark.zip
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Re: Volumetrics - fast real-time volume rendering
Cool, thanks a lot!
@Nargil: How much video memory does your GPU have?
@jorrit5477: I am surprised the laptop crashed, since its GPU seems to be more than capable of running these tests. The crash was probably caused by my code trying to assign variables to a shader that failed to load. Ogre.log mentions a shader not being supported, but I do not see why. However, since all the other tests ran fine so far, I am not going to try to fix it.
@Nargil: How much video memory does your GPU have?
@jorrit5477: I am surprised the laptop crashed, since its GPU seems to be more than capable of running these tests. The crash was probably caused by my code trying to assign variables to a shader that failed to load. Ogre.log mentions a shader not being supported, but I do not see why. However, since all the other tests ran fine so far, I am not going to try to fix it.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
- Nargil
- Greenskin
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- Joined: Thu Feb 15, 2007 8:47 pm
Re: Volumetrics - fast real-time volume rendering
256 mb, but I think i have to rerun the test. I had AF 16x and AA 2xMS set in the driver.
here are the resoults without are this good resoults ?
here are the resoults without
Code: Select all
12:52:44:
BENCHMARK Volumetrics v7
System information:
Allow NVPerfHUD: No
Anti aliasing: None
Floating-point mode: Fastest
Full Screen: Yes
Rendering Device: NVIDIA Quadro FX 1600M (Prerelease - WDDM 1.1)
VSync: No
Video Mode: 1024 x 768 @ 32-bit colour
Results:
Different materials Planar unshaded particle without texture 1 6439
Different materials Planar mesh with 5 slices without texture 1 4220
Different materials Planar mesh with 9 slices without texture 1 3104
Different materials Planar mesh with 19 slices without texture 1 2039
Different materials Planar mesh with 39 slices without texture 1 1217
Different materials Planar mesh with 79 slices without texture 1 681
Different materials Planar mesh with 5 slices without texture (depth texture still rendered) 1 2620
Different materials Planar mesh with 9 slices without texture (depth texture still rendered) 1 2145
Different materials Planar mesh with 19 slices without texture (depth texture still rendered) 1 1573
Different materials Planar mesh with 39 slices without texture (depth texture still rendered) 1 1032
Different materials Planar mesh with 79 slices without texture (depth texture still rendered) 1 617
Different materials Unshaded constant volume without texture 1 2882
Different materials Unshaded lineair volume without texture 1 2793
Different materials Unshaded spherical volume without texture, logarithmic density (default) 1 2519
Different materials Unshaded spherical volume without texture, lineair density 1 2545
Different materials Unshaded spherical volume without texture, square root density 1 2487
Different materials Unshaded depth map volume without texture 1 2801
Different materials Shaded spherical volume without texture 1 2129
Different materials Planar unshaded particle with texture 1 6028
Different materials Planar mesh with 5 slices with texture 1 3962
Different materials Planar mesh with 9 slices with texture 1 2921
Different materials Planar mesh with 19 slices with texture 1 1890
Different materials Planar mesh with 39 slices with texture 1 1126
Different materials Planar mesh with 79 slices with texture 1 633
Different materials Planar mesh with 5 slices with texture (depth texture still rendered) 1 2522
Different materials Planar mesh with 9 slices with texture (depth texture still rendered) 1 2051
Different materials Planar mesh with 19 slices with texture (depth texture still rendered) 1 1484
Different materials Planar mesh with 39 slices with texture (depth texture still rendered) 1 959
Different materials Planar mesh with 79 slices with texture (depth texture still rendered) 1 575
Different materials Planar mesh with 5 slices with texture, rendered to floating buffer 1 1942
Different materials Planar mesh with 9 slices with texture, rendered to floating buffer 1 1509
Different materials Planar mesh with 19 slices with texture, rendered to floating buffer 1 1009
Different materials Planar mesh with 39 slices with texture, rendered to floating buffer 1 617
Different materials Planar mesh with 79 slices with texture, rendered to floating buffer 1 348
Different materials Unshaded constant volume with texture 1 2821
Different materials Unshaded lineair volume with texture 1 2743
Different materials Unshaded spherical volume with texture, logarithmic density (default) 1 2536
Different materials Unshaded spherical volume with texture, lineair density 1 2570
Different materials Unshaded spherical volume with texture, square root density 1 2456
Different materials Unshaded depth map volume with texture 1 2822
Different materials Shaded spherical volume with texture 1 2133
Finished benchmarking!
Hardcore libertarian, hardcore programmer.
Dell M6300: T9300, 4GB, Quadro FX1600M, 17" 1920x1200p non-glare, OCZ Vertex 120 + external Seagate 120GB 7200.3
Use the power of 2 - literally. Non 2^n texture sizes may crash your graphic driver
Dell M6300: T9300, 4GB, Quadro FX1600M, 17" 1920x1200p non-glare, OCZ Vertex 120 + external Seagate 120GB 7200.3
Use the power of 2 - literally. Non 2^n texture sizes may crash your graphic driver
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- OGRE Expert User
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Re: Volumetrics - fast real-time volume rendering
Funny how that change in settings affects certain tests and others not. The basis scene without effects is rendered twice as fast without the fsaa and aniso, but the heaviest test achieves approximately the same framerate. Makes sense, though: that test is very heavy on floating point pixel blending, but not on anti-aliasing and aniso has no effect there, since the polies are oriented towards the camera.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- OGRE Expert User
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- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
- Contact:
Re: Volumetrics - fast real-time volume rendering
Okay, I compiled all the test results into a single file. I removed the names to make it anonymous, but you can find your own PC by looking at the specs. Note that comparisons between computers are not always possible, since the resolutions differ. After all, this test was not done to compare computers, but to compare the performance of different tests on a single computer, and check whether these comparisons result in the same conclusions on different computers. Anyway:
Test results.ods (for Open Office, which I use)
Test results.xls (export to Excel)
Test results.ods (for Open Office, which I use)
Test results.xls (export to Excel)
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
- Nargil
- Greenskin
- Posts: 124
- Joined: Thu Feb 15, 2007 8:47 pm
Re: Volumetrics - fast real-time volume rendering
Thanks. Now I see there must be something wrong in my system I should get results compared to the 9650gt card, instead of 8600m gt ;/ Probably fault of the old forceware. I have to use quadro drivers which aren't update as often as geforce drivers ;/
Edit. Oh actually I do get results compared to 9650 gt You put there my results with AA 2xMS and AFx16
Edit. Oh actually I do get results compared to 9650 gt You put there my results with AA 2xMS and AFx16
Hardcore libertarian, hardcore programmer.
Dell M6300: T9300, 4GB, Quadro FX1600M, 17" 1920x1200p non-glare, OCZ Vertex 120 + external Seagate 120GB 7200.3
Use the power of 2 - literally. Non 2^n texture sizes may crash your graphic driver
Dell M6300: T9300, 4GB, Quadro FX1600M, 17" 1920x1200p non-glare, OCZ Vertex 120 + external Seagate 120GB 7200.3
Use the power of 2 - literally. Non 2^n texture sizes may crash your graphic driver