for Windows


for Linux


for Android

The only truly platform agnostic Graphics Evaluation Tool


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 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.

Advanced features

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. Free version always submits all 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!

Technical Data & Support

Basemark 1.0 Release
GPU 1.1, DirectX12, New Launcher
GPU 1.2, Added APIs


Main features in Basemark GPU 1.1

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

System requirements

  • 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.

Texture compression

  • Adaptive Scalable Texture Compression (ASTC)
  • Ericsson Texture Compression (ETC2)
  • Block Compression (BC7)

Versions & Modes

Basemark GPU Free

Basemark GPU Corporate

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

The Corporate version is a fully-featured commercial version for companies. Please contact our sales for more information!

Features Free Corporate
GPU Score (Native and Offscreen) Yes Yes
Test Score Details No Yes
Select Test Yes Yes
Forced result submit Yes No
Internet Connection Required (*) Yes No
Custom Configurations Limited Yes
Test Automation No Yes
Ability to render arbitrary screen(s) No Yes
Data Export No Yes


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.

Official Resolution (Offscreen) Max Triangles Per Frame Max Texture Resolution Max Memory Requirement Max Draw Calls Per Frame
3840×2160 ~2 M 4096×4096 4 GB ~10k

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.

Official Resolution (Offscreen) Max Triangles Per Frame Max Texture Resolution Max Memory Requirement Max Draw Calls Per Frame
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.

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
Bloom Enabled Enabled
Depth of Field Enabled Disabled
Translucent Objects Enabled Disabled
Ambient Occlusion Dynamic Static
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]


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