Here are the results and relevant remarks with V2 of the patch:
(ROB RAMIREZ - about the old patch:
the nvidia card is showing poor results in the two gpu-geometry tests because those patches are using fixed function shading. most likely the newer cards are not optimized to perform fixed-function shading. simply connecting a gl.material object to the gl.multiple, and the 3 gl.gridshape objects in the gpu-geometry sub-patches gives similar results with the nvidia card.)
==================================================================================================
PHIOL
mbp 15"
OSX 10.9.4
Processor 2.8 GHz Intel Core i7
Memory 16 GB 1600 MHz DDR3
Graphics NVIDIA GeForce GT 750M 2048 MB
CPU: 170.4
GPU Geometry 1: 51.6
GPU Geometry 2: 198.1
GPU Pixel Shaders: 90.8
=======================================================================
DTR
i5 4690k 3.5GHz (slight OC)
GA-Z87X-OC mobo
EVGA (Nvidia) GTX670 2GB FTW gfx card
8GB RAM 1600Mhz
Win 7 pro 64 bit
max 6.1.9 first run
CPU: 126.0
GPU Geometry 1: 242.1
GPU Geometry 2: 236.2
GPU Pixel Shaders: 245.7
max 6.1.9 subsequent runs
CPU: 164.6
GPU Geometry 1: 175.3
GPU Geometry 2: 247.1
GPU Pixel Shaders: 246.4
max 7 first run
CPU: 197.2
GPU Geometry 1: 277.9
GPU Geometry 2: 307.8
GPU Pixel Shaders: 331.3
max 7 subsequent runs
CPU: 204.7
GPU Geometry 1: 243.1
GPU Geometry 2: 301.7
GPU Pixel Shaders: 331.5
I stated first and subsequent run results because there are weird discrepancies. Getting faster on 1 element and slower on the other…
Max 7 clearly improves performance over 6. Both tested in 32bit mode.
===============================================================================
PEDRO SANTOS
It’s funny, I was just going to post something related to what Rob Ramirez wrote (welcome to the thread, Rob!).
When I wrote the original patch, I noticed discrepancies between using the fixed-function OpenGL pipeline and the current programmable pipeline (using shaders). For instance, in the GPU Geometry Test 1 (using jit.gl.multiple), with my AMD Radeon HD 4870, the results were something like:
fixed-function pipeline (plain OpenGL material): 100 fps
programmable pipeline (using shaders – jit.gl.material): 68 fps
So I thought that the standard OpenGL implementation would always be quicker.
As the tendency has been for a while to "deprecate the fixed-function pipeline (here’s a nice article about the subject), probably more recent graphics cards’ drivers don’t optimise for it.
Thinking about this, I was going to suggest to build a complex OpenGL scene with objects using jit.gl.material, render-to-texture, depth buffers and post-processing effects (maybe Max7 shadows and other render passes).
Anyway, here’s another nice lesson from this thread: USE JIT.GL.MATERIAL! It’s probably faster! Who would have thought?
By the way, if that is the case, shouldn’t Jitter’s default behaviour be NOT to use the fixed-function pipeline? Or, at least, there could be a simple option similar to the OpenGL Readback mode present in the OpenGL Status menu? Just a thought…
DTR: nice numbers! Finally!
Thanks to MRMAARTEN’s findings and visits to the Apple Store ;-) , thanks to SPA’s results’ compilation and thanks to everyone’s contributions and for making this thread useful.
===============================================================================
DTR
Btw, for direct comparison we’re gonna need some of the AMD graphics owners to run the new version too. The outcome may be that the one shading method is better for Nvidia gfx and the other for AMD. Will be useful to be aware of this. Same for Intel integrated gfx.
===============================================================================
DADDYMAX
Rob Ramirez – thanks for explaining that to us – i’d been a bit worried id just bought a new computer that was going to bottleneck due to an inexplicably crap graphics card – greatly appreciated.
===============================================================================
ZIPB
Hackintosh OSX.9.5 i7 2700k AMD 6870 1 GB
Jitter Benchmark 1.012
Max 7.0.0
CPU: 174.6
GPU Geometry 1: 31.1
GPU Geometry 2: 185.0
GPU Pixel Shaders: 175.7
Max Runtime 6.0.8
CPU: 134.0
GPU Geometry 1: 30.4
GPU Geometry 2: 105.5
GPU Pixel Shaders: 172.7
===============================================================================
JESSE
Mac Pro 6-core 3.33 Ghz 12GB RAM OSX 10.8.5 GeForce GTX680 2048MB
Benchmark v. 1.012
Max 7.0.0
CPU: 147.2
GPU Geometry 1: 54.2
GPU Geometry 2: 193.9
GPU Pixel Shaders: 182.9
Max 6.1.9
CPU: 109.2
GPU Geometry 1: 51.4
GPU Geometry 2: 143.1
GPU Pixel Shaders: 127.7
===============================================================================
DTR
@Jesse: Interesting, your Mac system is kinda in the same league as my Win PC. Your GTX680 gfx card should be a bit faster than my GTX670 yet my system is faster by a large margin. This might point out OSX vs Windows performance differences. Would you happen to have a Bootcamp/Windows install on it for direct comparison?
Though I wonder how meaningful the results are when they’re in the 200+fps range. I’ll try to make a new/adapted test soon, with multi-display rendering etc to stress those high end systems more and see what comes out then. Got a bunch of gigs coming up again so no guaranteed ETA though.
===============================================================================
JESSE
No bootcamp install here but would be glad to run multi-screen tests. I agree the results are troubling regarding Mac/PC performance differences, it’s likely a driver optimization issue.
===============================================================================
MRMAARTEN
i7 920 2.7Ghz
18Gb RAM
NVIDIA GeForce GTX 660 2048 MB
Hackintosh 10.8.5
MAX7
CPU: 99.2
GPU Geometry 1: 34.5
GPU Geometry 2: 150.7
GPU Pixel Shaders: 131.3
MAX6.1
CPU: 86.0
GPU Geometry 1: 30.7
GPU Geometry 2: 101.4
GPU Pixel Shaders: 109.6
-------------------------------------------------------------------------------
Windows 7
Max7
CPU: 152.0
GPU Geometry 1: 175.1
GPU Geometry 2: 196.9
GPU Pixel Shaders: 199.3
Max6.1
CPU: 120.4
GPU Geometry 1: 161.9
GPU Geometry 2: 158.9
GPU Pixel Shaders: 165.8
===============================================================================
MRMAARTEN
MacBook Pro (Retina, 15-inch, Late 2013)
2,3 GHz Intel Core i7
16 GB 1600 MHz DDR3
NVIDIA GeForce GT 750M 2048 MB
MAX7 10.10.1
CPU: 168.5
GPU Geometry 1: 50.7
GPU Geometry 2: 176.0
GPU Pixel Shaders: 96.0
—–
MAX6.1.9 10.10.1
CPU: 109.9
GPU Geometry 1: 44.1
GPU Geometry 2: 140.8
GPU Pixel Shaders: 94.4