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Star Swarm - Oxide bench thread

670 also, using the custom .cfg damnedlife posted. using 9.1 gamecore update as 9.3 crashes.

===========================================================
Oxide Games
Star Swarm Benchmark - ©2013
C:\Users\Ian\Documents\Star Swarm\Benchmark_14_01_31_2021.txt
Version 0.95
01/31/2014 20:21
===========================================================

== Hardware Configuration =================================
GPU: NVIDIA GeForce GTX 670
CPU: GenuineIntel
Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz
Physical Cores: 4
Logical Cores: 4
Physical Memory: 8549859328
Allocatable Memory: 8796092891136
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 9.1 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 120 Seconds
Total Frames: 4267

Average FPS: 35.55
Average Unit Count: 3653
Maximum Unit Count: 5338
Average Batches/MS: 1184.21
Maximum Batches/MS: 1651.85
Average Batch Count: 35029
Maximum Batch Count: 70509
===========================================================


See what changes tomorrow when i get a new gfx card.
 
I just did 2 runs using the Custom Scenario posted here with FixedFrameMS 16.6 and then 9.3, i got a 10fps increase with 9.3.

16.6
===========================================================
Oxide Games
Star Swarm Benchmark - ©2013
C:\Users\Kyle\Documents\Star Swarm\Benchmark_14_01_31_2113.txt
Version 0.95
01/31/2014 21:13
===========================================================

== Hardware Configuration =================================
GPU: AMD Radeon HD 7900 Series
CPU: GenuineIntel
Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
Physical Cores: 4
Logical Cores: 4
Physical Memory: 4252483584
Allocatable Memory: 8796092891136
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 120 Seconds
Total Frames: 2231

Average FPS: 18.58
Average Unit Count: 3688
Maximum Unit Count: 5477
Average Batches/MS: 932.40
Maximum Batches/MS: 1132.27
Average Batch Count: 53240
Maximum Batch Count: 96044
===========================================================

9.3
===========================================================
Oxide Games
Star Swarm Benchmark - ©2013
C:\Users\Kyle\Documents\Star Swarm\Benchmark_14_01_31_2111.txt
Version 0.95
01/31/2014 21:11
===========================================================

== Hardware Configuration =================================
GPU: AMD Radeon HD 7900 Series
CPU: GenuineIntel
Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
Physical Cores: 4
Logical Cores: 4
Physical Memory: 4252483584
Allocatable Memory: 8796092891136
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 9.3 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 120 Seconds
Total Frames: 3413

Average FPS: 28.43
Average Unit Count: 3515
Maximum Unit Count: 5432
Average Batches/MS: 878.89
Maximum Batches/MS: 1122.88
Average Batch Count: 33506
Maximum Batch Count: 73665
===========================================================
 
I will sort something out men. It is a bit of fun :)
16.6 is fixed from the get go, 9.3 doesn't work for everybody, at least one instance got it to work with 9.1 when 9.3 didn't. So those 9.x differs on CPU basis I believe, since this bench is actually closer to a CPU bench. Overall 16.6 works for everone and 9.3 works for most, those two can make a comparison base I suppose. Edit the first page for people to include 9.3 ms along with standart and post side by side for that cpu. I think you will see that people with fast intel cpus will get high results, however fx 8 cores may net more unit counts and/or batches while not so high fps results perhaps.
 
16.6 is fixed from the get go, 9.3 doesn't work for everybody, at least one instance got it to work with 9.1 when 9.3 didn't. So those 9.x differs on CPU basis I believe, since this bench is actually closer to a CPU bench. Overall 16.6 works for everone and 9.3 works for most, those two can make a comparison base I suppose. Edit the first page for people to include 9.3 ms along with standart and post side by side for that cpu. I think you will see that people with fast intel cpus will get high results, however fx 8 cores may net more unit counts and/or batches while not so high fps results perhaps.

I think the best way is to keep a standard of 16.6 and run it on both DX and Mantle and I will add scores and names. I will possibly add it for brands as well, as in 290/290X - 780/Titan/780Ti - 280X/7970/7950 - 770/680/670 etc . Like I say, just a bit of fun :)
 
do Oxide have a twitter acc? if they do i might ask them if they can do a build with the option to put in your own batch counts and what not, then people can put the same stuff in and expect the same bench, then we should get a good indication of gpu's / cpu's performance etc right?
 
I think the best way is to keep a standard of 16.6 and run it on both DX and Mantle and I will add scores and names. I will possibly add it for brands as well, as in 290/290X - 780/Titan/780Ti - 280X/7970/7950 - 770/680/670 etc . Like I say, just a bit of fun :)
That's more reasonable, no need to fiddle with ms values when Mantle arrives :D I hope
 
First of al thank you for giving us this oportunity to test this new engine. Now to sharing my findings with you: I mingled with the ScenarioCustom for a while to get consistent FPS results since even for the same scenario preset I got big differences in FPS not just in Attract but also in Follow too, because during bench run, Attract has the camera jumping randomly from one unit to next, and for both Attract and Follow changing the camera angles randomly while the transition too also happens randomly and not at specific pre-fixed times. So overall not even Follow Scenario is so consistent, and you may say that it's due to demo not being pre-canned. But what I found with mingling with ScenarioCustom is interesting since I managed to set the camera at a fixed position looking at the action unfold right before you, no transition, no movement, no angle change, it is really totally fixed. So therefore with this way I got FPS results very much consistent (error margin only 3% :D) and I shared it to my fellow forum members at overclockers.co.uk in Star Swarm - Oxide bench thread and they also got consistent frame results with this custom preset albeit low results due to Dx overhead restrictions, fixed with Mantle hopefully. But without a furhet ado;

My ScenarioCustom seettings:
Command,Subject,Player Number,Start Time,Max Reps,Unit Rep Rate,Unit Spawn Rate (the time between units spawned into this squadron once it has materialized (in seconds)),X,Y,z
SpawnBackgroundObject,TheCosmos,,0,1,1,0,0,0,0
SpawnBackgroundObject,Planet,,0,1,1,0,0,-12000,-2300
SpawnBackgroundObject,PlanetAtmosphere,,0,1,1,0,0,-12000,-2300
SpawnBackgroundObject,StarSphere,,0,1,1,0,0,0,0
SpawnBackgroundObject,StarSphere,,0,1,1,0,0,0,0
SpawnBackgroundObject,StarSphere,,0,1,1,0,0,0,0
SpawnBackgroundObject,StarSphere,,0,1,1,0,0,0,0
SpawnBackgroundObject,StarSphere,,0,1,1,0,0,0,0
SpawnBackgroundObject,TheSuns,,0,1,1,0,0,0,0
CameraToUnit,,,0.1,0,0,0,0,0,0
CameraToRandomAngle,,,0.1,0,0,0,,,
CameraToRandomUnit,,,0,0,0,0,,,
SetGrids,,,0,1,1,0,0,0,0
SpawnSquadron,Bench FighterA1-0-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-1-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-2-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-3-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-4-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-5-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-6-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-7-0,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-0-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-1-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-2-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-3-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-4-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-5-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-6-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterA1-7-1,0,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-0-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-1-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-2-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-3-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-4-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-5-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-6-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-7-0,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-0-1,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-1-1,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-2-1,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-3-1,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-4-1,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-5-1,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-6-1,1,0,3,12,0,,,
SpawnSquadron,Bench FighterB1-7-1,1,0,3,12,0,,,
SpawnSquadron,Bench BomberA1-0,0,0,24,100,0.2,,,
SpawnSquadron,Bench BomberA1-1,0,0,24,100,0.2,,,
SpawnSquadron,Bench BomberB1-0,1,0,8,200,0.2,,,
SpawnSquadron,Bench BomberB1-1,1,0,8,200,0.2,,,
SpawnSquadron,Bench CarrierA1-0,0,0,1,0,0,,,
SpawnSquadron,Bench CarrierA1-1,0,0,1,0,0,,,
SpawnSquadron,Bench CarrierB1-0,1,0,1,0,0,,,
SpawnSquadron,Bench CarrierB1-1,1,0,1,0,0,,,
SpawnSquadron,Stress00,0,1,250,12,0.01,,,
SpawnSquadron,Stress01,1,1,250,12,0.01,,,
SpawnSquadron,Stress02,1,1,250,12,0.01,,,
SpawnSquadron,Stress03,0,1,250,12,0.01,,,
SpawnSquadron,Stress10,0,1,250,12,0.01,,,
SpawnSquadron,Stress11,1,1,250,12,0.01,,,
SpawnSquadron,Stress12,1,1,250,12,0.01,,,
SpawnSquadron,Stress13,0,1,250,12,0.01,,,
ResetScenario,,,2700,99999999,,,,,

Now with this setting preset, the results as I said are consistent, but that's not the thing of importance that I found. What I realized is the action unfolding before you is ALWAYS the same, same things happen at the same moments accross the different runs, same seconds even; two opposing forces appear then first fires shot at same seconds, the fight ensues all the same, then first wave leave the screen at the same time, the second wave comes in on the action at the same time, and then to top it of in 120 seconds run, towards the very end, three big ships appear from the left hand side of the screen all at the same second accross the runs; and not just that but the HUD with fighter info and numbers disappears and appears during the fdifferent runs all at the same time.

Now finding this led me to believe that this demo is contrary to your claims, a pre-canned demo in fact, so Mantle may solve the overhead and we can see it as results, but this really kind of supports the allegations concerning you crippling the DirectX version, now I'm not saying it's true since both randomness and inconsistency would be there for Mantle version too (But there may be different scenario in affect during mantle api run alleviating these issues?)

Also another thing is changeing FixedFrameMS=16.6 into FixedFrameMS=9.3 or 9.1 (or something your pc can run without problem) really shots up FPS so much so that it feed more into my skepticism. Some results:

16.6
================================================== =========
Oxide Games
Star Swarm Benchmark - ©2013
C:\Users\Kyle\Documents\Star Swarm\Benchmark_14_01_31_2113.txt
Version 0.95
01/31/2014 21:13
================================================== =========

== Hardware Configuration =================================
GPU: AMD Radeon HD 7900 Series
CPU: GenuineIntel
Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
Physical Cores: 4
Logical Cores: 4
Physical Memory: 4252483584
Allocatable Memory: 8796092891136
================================================== =========


== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
================================================== =========


== Results ================================================
Test Duration: 120 Seconds
Total Frames: 2231

Average FPS: 18.58
Average Unit Count: 3688
Maximum Unit Count: 5477
Average Batches/MS: 932.40
Maximum Batches/MS: 1132.27
Average Batch Count: 53240
Maximum Batch Count: 96044
================================================== =========

VS

9.3
================================================== =========
Oxide Games
Star Swarm Benchmark - ©2013
C:\Users\Kyle\Documents\Star Swarm\Benchmark_14_01_31_2111.txt
Version 0.95
01/31/2014 21:11
================================================== =========

== Hardware Configuration =================================
GPU: AMD Radeon HD 7900 Series
CPU: GenuineIntel
Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz
Physical Cores: 4
Logical Cores: 4
Physical Memory: 4252483584
Allocatable Memory: 8796092891136
================================================== =========


== Configuration ==========================================
API: DirectX
Scenario: ScenarioCustom.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 9.3 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Motion Blur Frame Time: 16
Motion Blur InterFrame Time: 2
Detailed Frame Info: Off
================================================== =========


== Results ================================================
Test Duration: 120 Seconds
Total Frames: 3413

Average FPS: 28.43
Average Unit Count: 3515
Maximum Unit Count: 5432
Average Batches/MS: 878.89
Maximum Batches/MS: 1122.88
Average Batch Count: 33506
Maximum Batch Count: 73665
================================================== =========

as you can see for yourself, this single change with my ScenarioCustom.csv in use results in 10fps increase.

So overall I do not know what to think or believe, just hope Mantle is really great (really wish that) and NOT just some gimmick which needs a push by developer criplling one version and optimising the next.

Just added my comment in that site :D
 
Pulled this out of their site:

FixedFrameMS=16.6 ( the number of milliseconds the engine uses as a time step. Note: Changing this value will alter the Temporal AA/ Motion Blur since MaxMotionBlurFrameTime is capped by the length of the frame. Reducing FixedFrameMS will cause fewer interframes to be processed. )
 
Hmm didn't see that, so less interframes given to gpu for processed increases frames per second reasonably; with high enough interframes value you make it slow enough to crawl in slideshow format :D But this is definitely for Dx, taking overhead into account it really affects it advertly, I believe Mantle will solve that with the motion blur and AA intact as developer envisioned it in high fps count :)
 
4770k / 290 both at Stock

===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\Users\Si\Documents\Star Swarm\Output_14_02_01_0907.txt
Version 1.00
02/01/2014 09:07
===========================================================

== Hardware Configuration =================================
GPU: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 8470953984
Allocatable Memory: 140737488224256
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioFollow.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Deferred Contexts: Disabled
Temporal AA Duration: 16
Temporal AA Time Slice: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 360 Seconds
Total Frames: 12789

Average FPS: 35.52
Average Unit Count: 4111
Maximum Unit Count: 5436
Average Batches/MS: 585.14
Maximum Batches/MS: 1453.81
Average Batch Count: 18319
Maximum Batch Count: 84724
===========================================================
 
And a 2nd run directly after at stock

===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\Users\Si\Documents\Star Swarm\Output_14_02_01_0917.txt
Version 1.00
02/01/2014 09:17
===========================================================

== Hardware Configuration =================================
GPU: AMD Radeon R9 200 Series
CPU: GenuineIntel
Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 8470953984
Allocatable Memory: 140737488224256
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioFollow.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Deferred Contexts: Disabled
Temporal AA Duration: 16
Temporal AA Time Slice: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 360 Seconds
Total Frames: 13989

Average FPS: 38.86
Average Unit Count: 4175
Maximum Unit Count: 5524
Average Batches/MS: 650.56
Maximum Batches/MS: 1425.05
Average Batch Count: 18646
Maximum Batch Count: 77426
===========================================================
 
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