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TEE PS3 Benchmark V0.9 BETA

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@TheErsysEnding TheErsysEnding released this 06 Nov 17:13

TEE PS3 Benchmark V0.9 BETA

A benchmark and full-load stress test for the PlayStation 3: the PPU, all six SPEs, the RAM and the RSX,
with every result checked. This is the first open-source release (MIT).

Highlights

  • About 99 % RSX busy on a stock PS3, measured by the RSX's own time stamps. While the RSX load runs, a picture stays two TV frames, and the load is paced so that the RSX reaches each flip a fraction of a millisecond before the vertical blank.
  • All RSX units at once.
    • The fill layers go into a tiled render target when that is faster; on a PS3 that doubled the fill rate.
    • The fill pixels compute as well: at start the app picks the multiply-add count that keeps the arithmetic units and the blending busiest together.
    • The screen shows each unit's share of what it managed alone.
    • First console run: 155 GFLOP/s of pixel arithmetic during the test, 99.2 % RSX busy, RSX 61 °C after one minute.
  • Six stress loads: Mixed, CPU max, CPU + RAM, RSX, CPU + RSX, Everything; from 20 s to endless.
  • Every result checked:
    • job checksums;
    • RAM patterns byte for byte;
    • bit-exact check tiles for shader, fill and vertices;
    • the VRAM read back.
  • Safety: no clock or fan changes, no dev_flash access, a stop at 85 °C, and self-tests before every new kind of RSX work.

Install

Copy TEE-PS3-Benchmark-v0.9-beta.pkg to the PS3 (for example /dev_hdd0/packages/) and install it with Package Manager → Install Package Files. Needs a PS3 that runs homebrew. webMAN MOD is optional, for temperatures and fan.

Known limits

  • The vertex load turns itself off on a real PS3: the probe found that it does not overlap with the pixel work there.
  • In an emulator (RPCS3) the timings mean nothing; the checks and screenshots do.

SHA-256 of the package: see SHA256SUMS.txt.