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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.