Basemark GPU is an evaluation tool to analyze and measure graphics API (OpenGL 4.5, OpenGL ES 3.1, Vulkan and Microsoft DirectX 12) performance across mobile and desktop platforms. Basemark GPU targets both Desktop and Mobile platforms by providing both High Quality and Medium Quality modes. The High-Quality mode addresses cutting-edge Desktop workloads while the Medium Quality mode addresses equivalent Mobile workloads.
The only truly platform agnostic Graphics Evaluation Tool
The Basemark GPU benchmark is developed on top of a Basemark proprietary engine called the Basemark Rocksolid Engine. Written in C++, this engine allows us to efficiently develop objective benchmarks for multiple operating systems and graphics APIs.
Basemark Rocksolid Engine architecture abstracts resources and rendering. In this way, all platforms run the tests with the same workload. This functionality makes the benchmark reliable between different operating systems.
Our small footprint, efficient and fast Rocksolid Engine is also being used in industrial applications.
Basemark GPU runs through an advanced game-like scene with up to tens of thousands of individual draw calls per frame. This test showcases the benefit of the new graphics APIs like Vulkan and DirectX12 both regarding performance and in content production: allowing designers to craft a massive number of individual objects without being limited by older API instancing strategies
Basemark GPU allows the user to compare their device to other devices around the world. The free version always submits all of the official scores automatically to the Basemark Power Board.
The rendering module can use OpenGL ES or Vulkan for Android. OpenGL, Vulkan, and DirectX12 on Desktop PCs. That makes all visible entities (including the application controls and graphics tests) look the same on all platforms. In upcoming versions we are introducing the Metal support for iOS / macOS, MultiGPU and Ray Tracing tests to allow the latest technologies to be tested in our benchmark!
Our aim is to make it easy to test your devices. Basemark GPU offers you multiple different modes that will give you official test results that are submitted to Power Board results page. You can also run custom tests with a wide selection of different options. Make a cross-platform comparison with the same workload. This is achieved right now by running the custom test with a medium quality option.
Ease of use, all the APIs in one software
Updated, easy to use Launcher
Made to work with all Personal Computers, desktops, tablets and laptops
Custom options to allow tinkerers to do detailed benchmarking
Automatic upload to online (on free version)
Vulkan 1.0, DirectX12 and OpenGL 4.5 APIs
Android: Version 7.x and newer with Vulkan 1.0/OpenGL ES 3.1 drivers
Windows Desktop: Vulkan 1.0/OpenGL 4.5 drivers. 64-bit Windows version
Linux: Vulkan 1.0/OpenGL 4.5 drivers. Tested on x86-64bit Ubuntu
Mac OS and iOS are not supported, yet. But we are working on it: Basemark GPU 1.2 will support Apple’s operating systems. It will be ready in the second half of 2019.
Adaptive Scalable Texture Compression (ASTC)
Ericsson Texture Compression (ETC2)
Block Compression (BC7)
Basemark GPU Free
The Free version of the software is for home or private use only and offers end-users the ability to test and evaluate their systems’ graphics capabilities. This version always submits the test data to Basemark’s Power Board and displays a single system performance score without any breakdown analysis
Basemark GPU Corporate
The Corporate version is a fully-featured commercial version for companies. Please contact our sales for more information!
|GPU Score (Native and Offscreen)||Yes||Yes|
|Test Score Details||No||Yes|
|Forced result submit||Yes||No|
|Internet Connection Required1||Yes||No|
|Ability to render arbitrary screen(s)||No||Yes|
1Free version will not show the test results without a connection to Basemark Power Board database.
Basemark GPU: High Quality mode targets Desktop systems using high-resolution textures, advanced effects, increased number of objects and demanding geometry based on today’s AAA PC game standards.
Basemark GPU: Medium Quality mode targets Mobile systems based on today’s AAA Mobile game standards. The medium Quality mode is a subset of a High-Quality mode regarding decreased texture resolution, number of objects, amount of geometry and limited effects.
|Mode||Official Offscreen Resolution||Max Triangles Per Frame||Max Texture Resolution||Max Memory Requirement||Max Draw Calls Per Frame|
|High Quality||3840×2160||~2 M||4096×4096||4 GB||~10k|
|Medium Quality||1920×1080||~0.7 M||2048×2048||1 GB||~2000|
In the High-Quality mode, the user can enable most of the advanced features with high-quality settings. In the Medium Quality mode, some of the advanced effects have been either disabled or limited in quality, to simulate a realistic workload on high-end mobile devices.
To circumvent VSync limitations on mobile devices, we render each benchmark frame off-screen and display only a miniature image of each frame. This way no frame is dropped, and the results are accurate. If you want to see the graphics in their full glory, please choose Experience Mode.
On mobile systems, the user can select the Native (OnScreen) or OffScreen test. The Native test runs the test using the mobile device native resolution, thus revealing how well the content runs on that specific device. The Mobile Offscreen test always runs on a fixed 1920×1080 resolution, and this result is comparable with other devices that may use the different native resolution. Both tests send their results to the Basemark Power Board.
|Feature||High Quality||Medium Quality|
|Physically Based Shading||Enabled||Enabled|
|Tiled Forward+ Rendering||Enabled||Enabled|
|High-Dynamic Range (HDR) / Tone Mapping||Enabled||Enabled|
|Cascaded Shadow Maps||Enabled||Only one shadow map|
|Depth of Field||Enabled||Disabled|
|Screen space volumetric light scattering||Enabled||Enabled (Low Res.)|
Basemark also offers Media version for established representatives of the media. Please contact us with the contact form in the end of this page or send us to email to [email protected]
Benchmark Development Program
The Basemark® GPU benchmarking tool has been developed in close cooperation with leading semiconductor companies. Our partners, such as Imagination Technologies, Intel, NVIDIA, Qualcomm, and Renesas, all participate in Basemark’s Benchmark Development Program (BDP). Our tight-knit collaboration with competing GPU and CPU development companies ensures that the Basemark® GPU benchmark offers optimal reliability and maintains objectivity through adherence to group standards.
Our benchmarks are built strictly to meet the specifications set by the industry. Neutrality and unbiased analytics is core to our philosophy, and we base our reputation on a lack of favoritism towards any specific manufacturer’s products.
We welcome all the interested to join our program as a partner, let us know and we will be in contact!
- Always run the Basemark GPU as an Admin
- At the end of the official benchmark run, it might take some time to submit the results and fetch the data
- The Cross-platform comparison can be made with the Custom test. Choose the Medium Content quality and keep the same settings in compared devices
- For Android users, if the loader unable to download the assets, restart the device and try again
- Mac OS and iOS are not supported, yet. But we are working on it: Basemark GPU 1.2 will support Apple’s operating systems. It will be ready in the second half of 2019.
- The OpenGL API does not support choosing different GPUs
- The Free version always submits official scores automatically to our Basemark Power Board (https://powerboard.basemark.com/)
- The Corporate version does not submit scores to Power Board. For more information about the Corporate version, please contact our global sales team
- Known issue: When unpacking the .tar.gz make sure that there are no spaces in the folder names. It will give you an error when trying to run the benchmark.
- For Android users, the launcher will download all the assets before the first run; this will take approx 1.6 gigabytes