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Releases: dev-zetta/HeavenBench

HeavenBench 1.1.0

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@dev-zetta dev-zetta released this 16 Oct 17:37

HeavenBench 1.1.0 adds experimental frame generation while keeping ordinary benchmarking available with generation off.

  • Optional FSR 3.1 Vulkan frame generation on Linux and Windows, with scene motion/depth, animated grass and effects, and a separately composed UI.
  • Optional Windows NVIDIA Streamline DLSS adapter. Signed NVIDIA runtime plugins must be supplied separately; packages do not include them.
  • Better recovery after resize, presentation failures, process pauses and Linux system sleep, plus fixes for skinned SSR, GPU resource lifetimes and Vulkan texture uploads.
  • Bounded JSON input-response diagnostics, native submission/completion traces and generated/real image capture for investigating the experimental paths.

Choose one of the eight application packages below. The six standard packages build with both SDKs disabled. The two explicitly marked experimental packages enable optional SDK support; frame generation still starts Off.

Platform Package choice
Linux x86-64 Portable AppImage; recommended general Linux download
Linux x86-64 Zen 1 AppImage; requires a compatible AMD Zen 1 or newer CPU
Linux x86-64 Zen 5 AppImage; requires a compatible AMD Zen 5 CPU
Windows x64 Standard ZIP
macOS Apple Silicon ARM64 ZIP; M1 or newer, macOS 15+
Android ARM64 Development-signed debug APK; Android 8/API 26 or newer
Linux x86-64 AppImage marked experimental-fsr3; optional FSR 3.1
Windows x64 ZIP marked experimental-both; optional FSR 3.1 and DLSS adapter

Original Heaven scene assets and optional 2K/4K texture packs are supplied separately. Prepare assets.zip with Getting started, then use the same asset archive across platforms. Linux uses the system graphics driver. Extract the Windows ZIP and use Launch-HeavenBench.cmd. The macOS app is ad hoc signed without notarization; see macOS launch instructions. The Android 1.1.0 APK uses a different development certificate from the published 1.0.1 APK and cannot update that installation in place. Back up imported assets and user data before uninstalling 1.0.1 and installing 1.1.0.

Experimental generation requires Vulkan, SDR and fixed rendering resolution. Select it in Settings → Frame generation or with --frame-generation fsr3|dlss; diagnostics explain unavailable providers. It does not increase simulation or input-update frequency. Any tour requesting generation, or collecting the opt-in input-response trace, is diagnostic and unscored. Ordinary scored comparisons require generation Off, tracing disabled and matching application/score versions and settings.

Bounded Linux/RADV checks cover inputs/UI, lifecycle, short consecutive generated-image sequences, repeated performance controls, actual sleep/recovery and ten-minute validated endurance. General qualitative acceptance was reported on October 16. Physical latency and exact display cadence remain unmeasured. Unrestricted image quality and native Windows FSR GPU execution remain unqualified; proprietary NVIDIA DLSS runtime execution remains untested. Physical Mac rendering and sustained tablet performance also remain open. See evidence and limits.

Release source: 9834bbe697fe59da51cd99b2dc00960cb1d1c816. Matching source archives, raw build provenance, package/source manifests, third-party SDK notices and checksums accompany the packages. Verify downloads against SHA256SUMS; experimental package metadata also identifies its enabled providers and exact source archive. No proprietary NVIDIA runtime DLLs are included.

Benchmark version 1.1.0; Android versionCode 4; extraction tools 0.3.1; result schema 2; score version 3. See the changelog for details.

HeavenBench 1.0.1

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@dev-zetta dev-zetta released this 12 Oct 06:55

HeavenBench 1.0.1 improves material colors and the balance between daylight, moonlit surroundings and warm street lamps.

  • Correct the original diffuse/detail color conversion to reduce washed-out surfaces.
  • Tune daytime ambient lighting, sky color and clear-day haze.
  • Restore golden lamp illumination on nearby masonry, benches and paving.
  • Add compact, depth-aware lamp halos that follow night scheduling, source motion and power-off.
  • Improve texture-semantic reporting and add maintained scene views, native lifecycle controls and desktop CI coverage for the material-color contract.

Packages cover Linux x86-64 (portable, Zen 1 and Zen 5), Windows x64, Apple Silicon macOS and Android ARM64. Choose the portable Linux build unless your CPU supports the selected Zen variant. Original Heaven assets and optional generated 4K textures are supplied separately; follow Getting started.

This update changes rendering appearance and workload. Compare benchmark results using matching application versions, score versions and effective settings. Result schema remains 2 and score version remains 3; Android versionCode is 3.

All six package jobs passed at commit bfb474fbbab2e07f2f1660d9783ab03901564e50. Downloaded packages pass independent checksum, source and content audits; the portable Linux package also passes relocated startup/configuration checks. Matching source, build provenance, package checksums and a release manifest are included. Local Linux qualification includes eight host suites and 53 native checks on each of Vulkan and OpenGL, with two existing unavailable-reference-image skips each. Hosted CI performs build/host/package checks and skips graphical acceptance; full Windows/Mac rendering, complete platform tours, sustained tablet performance and calibrated physical HDR remain unqualified.

Android upgrade: this APK is development-signed and debuggable, and its certificate differs from the published 1.0.0 APK. Back up imported assets and user data, uninstall the older app, then install 1.0.1; Android cannot update that older APK in place. The macOS app requires Apple Silicon and macOS 15.0 or newer; it is ad hoc signed without notarization. See macOS launch instructions.

See the changelog and release readiness for changes and validation limits. Verify downloads against SHA256SUMS.

HeavenBench 1.0.0

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@dev-zetta dev-zetta released this 11 Oct 08:38

HeavenBench 1.0.0

The first public HeavenBench release brings CPU and GPU benchmarking, interactive exploration and frame diagnostics to the floating islands of the original UNIGINE Heaven scene on Linux, Windows and Android.

Watch the 4K feature showcase · Getting started · Known issues

Highlights

  • A repeatable CPU workload and 26-scene GPU tour, with frame-time statistics, scores and portable HTML/JSON reports.
  • Physically based materials, reflective and emissive lamp glass, soft/contact shadows, screen-space reflections and indirect lighting, ambient occlusion and post-processing.
  • Day/night skies with the Moon, stars and moonlight; weather, volumetric clouds and fog; animated grass, cloth, ropes, lit smoke and particles.
  • Corrected contact shadows, displaced roof/wall seams, airship ambient-occlusion artifacts and night lighting. Higher geometry quality increases loading, memory and rendering cost.
  • Geometry and quality controls, optional generated 2K/4K texture extensions, responsive loading, reusable tessellation caches and feature cost labels.
  • A live CPU/GPU Microprofiler with nested task timelines and saved reports, plus isolated rendering test scenes. Recording during a tour produces diagnostic timings without a score.

Apple Silicon macOS download — added October 12

HeavenBench 1.0.0 now also includes a native Apple Silicon (M1 or newer), macOS 15+ app using Vulkan through MoltenVK. Extract the app ZIP and place your prepared assets.zip beside HeavenBench.app. The bundle includes its runtime libraries; Homebrew is not needed to run it. See macOS launch instructions.

The app is ad hoc signed, without Developer ID signing or notarization. macOS may require Open Anyway in System Settings → Privacy & Security after the first launch attempt. Native CI passes host tests, signature checks, bundled SDL initialization and relocated CLI startup; an independent download audit verifies checksums, ARM64 binaries and dependency closure. Full-scene rendering, Retina resizing, complete tours and performance on a physical Mac remain unverified.

This additional package comes from source commit 6e959ae, whose Linux, Windows, macOS and Android workflows all pass. Matching macOS source, macOS provenance, macOS release manifest and SHA256SUMS-macos accompany it. The original 1.0.0 tag, source archive, checksums and earlier Linux/Windows/Android downloads retain their original identities.

Choose a download

Package Intended system
HeavenBench-1.0.0-linux-x86_64-portable.AppImage Linux x86-64; recommended default.
HeavenBench-1.0.0-linux-x86_64-zen1.AppImage Linux x86-64 with a compatible AMD Zen 1 instruction set.
HeavenBench-1.0.0-linux-x86_64-zen5.AppImage Linux x86-64 with a compatible AMD Zen 5 instruction set.
HeavenBench-1.0.0-windows-x64.zip Windows x64; extract and run Launch-HeavenBench.cmd.
HeavenBench-1.0.0-macos-arm64.zip Apple Silicon M1 or newer, macOS 15+; extract and open HeavenBench.app.
HeavenBench-1.0.0-android-arm64-v8a-debug.apk Android ARM64, Android 8.0/API 26 or newer; development-signed APK.

Matching Linux/Windows/Android build source, build provenance and SHA256SUMS accompany the packages. The provenance bundle retains source manifests, dependency/toolchain pins, successful CI snapshots, full logs and the artifact audit independently of workflow retention. Use the portable Linux package if unsure about CPU compatibility. Architecture-specific builds are not a promise of higher performance on every CPU.

Supply the scene assets

Original Heaven assets are supplied separately. Prepare assets.zip from the original Heaven 4.0 installer using the setup guide and asset tools. Place the pack beside the Linux AppImage, put it in the Windows package's assets/ directory, or import it through Android's file picker.

On Linux, make the downloaded AppImage executable with chmod +x HeavenBench-1.0.0-linux-x86_64-portable.AppImage before launching. If FUSE is unavailable, use APPIMAGE_EXTRACT_AND_RUN=1 ./HeavenBench-1.0.0-linux-x86_64-portable.AppImage.

The optional texture extension guide explains generated 2K/4K textures; they supplement the base pack and are not original 4K assets. Ultra geometry and texture settings can substantially increase loading time, memory use and frame time. Compare results using matching score versions, workloads and effective settings. This release uses result schema 2 and score version 3.

Compatibility and known limits

All five packages passed their platform CI build/package checks. Portable Linux also passed the complete 390-translation-unit analysis and seven host suites; Windows passed its native host/package checks. CI graphical smoke tests are explicitly skipped without a GPU. Native rendering evidence covers Linux Vulkan/Wayland and OpenGL/X11, with focused OnePlus tablet checks; it does not establish complete Windows GPU coverage, every Android device, sustained tablet performance or calibrated HDR output. Zen variants were built and packaged but not executed on the generic CI host.

The Android download is debug signed and debuggable, with optimized native code. It does not use a persistent production publishing key; updating a differently signed development installation may require uninstalling it, which removes app-local assets, settings and reports. Start with low settings on mobile; no fixed FPS or thermal endurance is guaranteed. Existing tablet window-surround flecks and differences in lamp-glass brightness remain under investigation. See the Android guide and known issues for scope and workarounds.

Screen-space effects cannot reconstruct hidden surfaces. HDR10 is experimental and requires a compatible native-Wayland Linux display path; physical calibration remains unvalidated. This renderer does not claim pixel-identical output to the original Heaven engine; full-scene visual review and complete platform tours remain ongoing.

Credits

HeavenBench is developed by Gabriel Max, with the original Heaven scene by UNIGINE, extraction-tool origins by Luigi Auriemma, and rendering built on Google Filament and other open-source dependencies. Credits and notices acknowledge the original authors and contributors. Project changes use GPL-3.0-or-later; third-party code and original or derived scene assets retain their respective rights and licenses.

Release code: 5fae1c5. See the daily development changelog for the full history.