GLBenchmark 2.0 demonstrated first at Mobile World Congress 2008
The world’s most popular OpenGL ES benchmark has been updated to support OpenGL ES 2.0, the highest-end mobile 3D API. Kishonti Informatics,
the worldwide leader of mobile performance benchmarking has announced availability of GBenchmark 2.0, 3D performance benchmark suite for
OpenGL® ES 2.0 compatible Linux, OpenKode, Symbian and Windows Mobile devices.
Read full press release here (PDF format).
Revolution in embedded 3D
Compared to the fixed pipelines of former mobile 3D environments, OpenGL ES 2.0
creates unlimited possibilities for embedded developers through programmable shader
technology. OpenGL ES 2.0 combines a version of the OpenGL Shading Language for
programming vertex and fragment shaders that has been adapted for embedded
platforms, together with a streamlined API from OpenGL ES 1.1 that has removed any
fixed functionality that can be easily replaced by shader programs, to minimize the cost
and power consumption of advanced programmable graphics subsystems.
Revolution in mobile benchmarking
GLBenchmark 2.0 has been designed from the ground up to demonstrate and measure
the true potential of OpenGL ES 2.0 Hardware.
The built-in shader code (GLSL) generator enables real-time
performance tuning and de-compositing. This is an in-valuable feature for OpenGL ES
2.0 Hardware vendors and Handset manufacturers.
Realistic content for future devices
GLBenchmark 2.0 is designed to run on, and be compatible with, all OpenGL ES 2.0
compatible devices. To make sure the benchmark does not over- or under-shoot future
device capabilities, and consumer and operator expectations, Kishonti has worked
together with all major OpenGL ES 2.0 vendors and created demanding, but compatible,
benchmark scenarios.
Measurements and features
GLBenchmark 2.0 efficiently demonstrates several high quality real-time effects which
were only made possible by Open GL ES 2.0 and expected to be popular with
application developers:
- texture based and direct lighting;
- bump, environment and radiance mapping
- soft shadows
- vertex shader based skinning
- automatic levels of detail (LOD)
- multi-pass deferred rendering
- noise textures
- ETC1 texture compression
The benchmark also measures low level OpenGL ES 2.0 system performance which makes
easier to find bottlenecks at an early stage.
Preview
Download high-res preliminary video (WMV format, 1280x720, 29 MBytes)
Availability
GLBenchmark 2.0 is available right now in source code and binary versions for GLBenchmark Development Program Members.
Contact us for more details.
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