As you may have noticed, we have launched a new version of Basemark GPU, with the added goodness of DirectX 12. But before we get to the good stuff, let’s briefly go through what GPU is.
Initially released in June 2018, Basemark GPU is a benchmark and evaluation tool used for analyzing and measure graphics API performance.
One of the main points of the Basemark GPU is to target both desktop and mobile platforms. This is possible by providing High- and Mid-end modes. The High-end mode offers a workload with all the cutting-edge desktop graphics features. The Mid-end mode is adapted for the mobile device. The difference between these modes comes from the adjusted requirements for effects, texture resolution, number of objects and geometry.
Mobile platform users are confined to the Mid mode; simply because is because most of the mobile platforms don’t support all the High-end capabilities. However, desktop platform users can run and publicly present scores for both High-end and Mid-end modes, which makes the benchmark comparison between very different device types.
Or initial Version 1.0 brought an evaluation of Open GL 4.5, OpenGL ES 3.1, and Vulkan graphics API performance across platforms. Performance is measured by utilizing an advanced game-like workload. We use our in-house developed Basemark Rocksolid Engine, which allows us to efficiently develop objective benchmarks for multiple operating systems and graphics APIs.
What more can there be to the Basemark GPU 1.1, you may think. We interviewed Pekka Mäki-Kuutti, our Manager of Benchmarks, to share with you some insights about version 1.1:
What’s new in GPU 1.1?
main features in GPU 1.1 are DirectX 12 support, a new launcher, performance/usability updates, and easy Flatpack distribution for Linux users.
The updated launcher is designed to be intuitive and offers an explanation for why something has been done. Getting help from the Basemark team is now even easier through the contact feature.
We like to think that GPU 1.1 is now what our benchmark should be by default, and the implementation of new features can start properly. Don’t get me wrong; this won’t mean that we won’t change anything on a fundamental level anymore. Iteration is the key here, and we want to keep the user experience as good as possible!
How do 1.0 and 1.1 differ exactly?
GPU 1.1 is the updated version of 1.0. As mentioned before, on the workload side DX12 is the biggest update. On the usability side, we are introducing a new lightweight launcher to provide a better user experience.
The Basemark Team has been doing a huge amount of research and iteration based on public end-user-, media partner- and Benchmark Development Program (BDP) community feedback from the GPU 1.0 and GPU 1.1 development period.
Why were these changes made?
Our target is to provide for all the major Graphic APIs under the same roof; the idea is that users shouldn’t have to use multiple benchmarking tools to get comparable results. The core thought is that one can truly make a cross-platform evaluation without too much hassle.
We want to listen to the community and ensure the best possible user experience for the end-users.
What were the lessons learned from the GPU 1.0 launch last June?
We learned that we were not prepared for all the visibility that we were able to achieve after releasing GPU 1.0. This time Basemark has ramped up the support and communication efforts. There is a totally new structure in the way we collect and process feedback. We have a dedicated team that is responsible for this important task. We aim to offer the vital care and user information that users deserve.
Basemark, as a company, wants to be more open: to show what it’s doing and why to be transparent so to say. The company is growing, and we want to show what a cool community Basemark is to interact with whether one is our customer or a future member of the team. This blog and social platforms are going to be more active in the future. Let’s get the discussion flowing!
Our eyes are keenly focused on developing the next version of the Basemark GPU. The version number would be 1.2, but let’s see what the final name will be! In the next iteration of our Benchmark, we are bringing Metal and iOS support on the platform side and to complement old features low-level workload to handle the integrated chipsets and older devices. Timeline for these is roughly August 2019 on the public side.
We are also developing Ray Tracing, multi-GPU and Vulkan 1.1, but more about these in upcoming posts!
This is our upcoming release in a nutshell. We’re really looking forward to releasing this new version and building something great and truly useful with all the feedback you guys will provide us. We want to make this product perfect for its users as possible. Stay tuned for more updates!
We are really interested in hearing what you wish us to change and how to enhance Basemark GPU. Our team would be eager to read your thoughts on the benchmark, future iterations and benchmarking in general.
Please mail us to [email protected]
P.S. Basemark GPU 1.1 was launched on November 27th, 2018.
Hier klicken für deutsche version: https://www.basemark.com/blog/whats-new-basemark-gpu-1-1-german-version/