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Build Asteroids on Linux and macOS #100

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kvark opened this issue Aug 23, 2020 · 5 comments
Closed

Build Asteroids on Linux and macOS #100

kvark opened this issue Aug 23, 2020 · 5 comments
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@kvark
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kvark commented Aug 23, 2020

The README says this about performance:

50,000 draw calls at 300 fps with D3D12/Vulkan backend

I'd like to check how things are on macOS, but it turns out that the benchmark project (Asteroids) is only enabled on Windows. Can this be relaxed, given that it supports the Vulkan backend?

@TheMostDiligent
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TheMostDiligent commented Aug 23, 2020

This app was originally a Windows application and it would require some effort to make it cross-platform.
You can however use tutorials as benchmarks:

  • Tutorial 06 renders up to 32768 (32*32*32) textured cubes using individual draw calls and changing texture before every call and optionally recording commands in multiple threads. This is in fact functionally very similar to asteroids demo
  • Tutorial 09 renders up to 100,000 textured quads using individual draw calls and changing texture and PSO before every call and optionally recording commands in multiple threads.
  • Tutorial 16 is similar to tutorial 06, but it renders different geometry and supports bindless mode

There are command line options for capturing golden images and it may not be very difficult to add options to capture timings as well.

@kvark
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kvark commented Aug 23, 2020

Ok, great, that works for me, thank you for the info!

@kvark kvark closed this as completed Aug 23, 2020
@TheMostDiligent
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TheMostDiligent commented Aug 23, 2020

@kvark I can add some command line options to render the given number of frames, capture GPU/CPU times and output them to a file. This will not be too much work. Will it be useful?

@kvark
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kvark commented Aug 23, 2020

It does sound useful, yes.

@TheMostDiligent
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OK, will add it soon

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