Skip to content

HeavenBench 1.0.0

Choose a tag to compare

@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.