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Unity Benchmark v0.1

Discussion in 'General Discussion' started by Arowx, Sep 20, 2012.

  1. Arowx

    Arowx

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    I need to re-run all of these just to test aginst current OS/Driver but it looks like generally Unity has been improving its performance over time. (at least at drawing cubes with a bumped specular or equivalent standard shader).
     
  2. tatoforever

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    I've deleted 5.3, got a massive performance hit with 5.3. Our game's runs like 3-4 times slower. Probably will skip till next major release.
     
  3. Tautvydas-Zilys

    Tautvydas-Zilys

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    On what platform is that?
     
  4. tatoforever

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    Windows platform.
     
  5. Tautvydas-Zilys

    Tautvydas-Zilys

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    Can we get a bug report? I'm not aware of any performance issues/regressions on Windows specifically in 5.3.
     
  6. tatoforever

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    I'll prepare a bug report tomorrow and post the number here.
     
  7. Tautvydas-Zilys

    Tautvydas-Zilys

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  8. Arowx

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    Are you using 3D physics, or elaborate shaders and have you profiled it and compared 5.2 and 5.3 to see where the slowdown was?
     
  9. tatoforever

    tatoforever

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    We are using 3D physics yes. We have custom CG PBR shaders, renderers, lighting and effects. We went from ~3.2ms on the CPU in 5.2 up to ~17ms in 5.3. That's enormous! I didn't investigated much where it comes but will do tomorrow after extracting a scene from our 60GB project.
     
    Last edited: Dec 15, 2015
  10. Arowx

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    5.3.1 Running 3 x Fantastic @ 2560 x 1600 full screen on my PC. (DX 11)

    4.5 / 4.6 / 4.6.1 / 4.6.2 / 4.6.3 / 5.0.0 / 5.1 / 5.2 / 5.2.2 / 5.3 / 5.3.1
    30 fps > 51,716 / 48,853 / 48,254 / 48,681 / 49,835 / 59,498 / 53,177 / 55,370 / 56,120 / 57,718 / 53,106
    60 fps > 42,230 / 39,983 / 39,337 / 39,490 / 40,723 / 46,899 / 51,693 / 53,705 / 53,976 / 56,026 / 44,174
     
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  11. ZJP

    ZJP

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    @Arowx
    Why 5.2.2 instead 5.2.4?
     
  12. Arowx

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    I sometimes miss point releases due to work and life, or if I do build the benchmark against them and it's similar to the previous releases numbers just leave them out.
     
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  13. hippocoder

    hippocoder

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    The latest 5.3.1 seems a bit shocking given the release notes claim to improve over 5.3 :/
     
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  14. Arowx

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    Best to compare the performance on your own hardware or within your own project(s) for performance as build targets can vary e.g. different Graphical API's, Graphics Drivers and IL2CPP before you even factor in hardware and implementation differences.
     
  15. Arowx

    Arowx

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    Quick update ran the benchmark on Firefox nightly built to WebGL 2.0 (Unity 5.3.1p1)

    Fastest
    30 21,260
    60 16,174

    Fantastic
    30 14,704
    60 14,219

    Not outstanding at the moment but it brings Firefox more in line with Chrome and Edge.

    Note this version of WebGL 2.0 does not have all of the features fully working so fingers crossed things will improve and WebGL 2.0 will boost Chrome and Edge when they get the new API.
     
  16. Arowx

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    Just tried 5.4.3.f1 and got this...


    5.3.4 Running 3 x Fantastic @ 2560 x 1600 full screen on my PC. (DX 11)

    4.5 / 4.6 / 4.6.1 / 4.6.2 / 4.6.3 / 5.0.0 / 5.1 / 5.2 / 5.2.2 / 5.3 / 5.3.1 / 5.3.4
    30 fps > 51,716 / 48,853 / 48,254 / 48,681 / 49,835 / 59,498 / 53,177 / 55,370 / 56,120 / 57,718 / 53,106 / 51,234
    60 fps > 42,230 / 39,983 / 39,337 / 39,490 / 40,723 / 46,899 / 51,693 / 53,705 / 53,976 / 56,026 / 44,174 / 49,885

    So a slight drop in 30fps and a boost in 60 fps.
     
    Last edited: Mar 16, 2016
  17. hippocoder

    hippocoder

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    Might want to enable instancing in the shader?
     
  18. Arowx

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    5.3.4 I'm going to do another test with 5.4 beta.
     
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  19. Arowx

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    5.4b10 Running 3 x Fantastic @ 2560 x 1600 full screen on my PC. (DX 12)

    4.5 / 4.6 / 4.6.1 / 4.6.2 / 4.6.3 / 5.0.0 / 5.1 / 5.2 / 5.2.2 / 5.3 / 5.3.1 / 5.3.4 / 5.4
    30 fps > 51,716 / 48,853 / 48,254 / 48,681 / 49,835 / 59,498 / 53,177 / 55,370 / 56,120 / 57,718 / 53,106 / 51,234 / 85,418
    60 fps > 42,230 / 39,983 / 39,337 / 39,490 / 40,723 / 46,899 / 51,693 / 53,705 / 53,976 / 56,026 / 44,174 / 49,885 / 82,719

    So about 53% to 66% faster.

    Note this is without instancing shaders being used.
     
    Last edited: Mar 16, 2016
    Lee7, sqallpl, elias_t and 4 others like this.
  20. Arowx

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    5.4b10 Running 3 x Fantastic @ 2560 x 1600 full screen on my PC. (DX 12)

    Note this is using the instancing shaders (found in the beta forum).

    I used to use combine mesh static in the previous version, but when I changed over to the instanced shader it clashed and produced a drop in performance.
     
  21. hippocoder

    hippocoder

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    Might want to see more data where the bottleneck is going forward such as is it CPU limiting it or GPU? From what I can tell, this is a CPU improvement.
     
  22. Arowx

    Arowx

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    5.4b10 Running 3 x @ 2560 x 1600 full screen on my PC. (DX 12)



    Added 90 and 120 fps tests but this takes a very long time (Note lower score probably due to me watching a movie or two).

    Massive difference between Fastest and Fast at lower fps, and very little difference at Fantastic across all the fps settings, and ditto for 120 fps column??
     
    Last edited: Mar 20, 2016
  23. Arowx

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    5.4b10 Running 1 x @ 2560 x 1600 full screen on my PC. (DX 12)

    Odd, I need to run this again 3x solo just to check.
     
  24. Arowx

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    5.4b10 Running 2 x @ 2560 x 1600 full screen on my PC. (DX 12)

    Must stop watching tv while benchmarking!
     
  25. Arowx

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    5.4b11 Running 3 x @ 2560 x 1600 full screen on my PC. (DX 12) Nothing else running.
     
  26. mgear

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  27. Arowx

    Arowx

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  28. Arowx

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    5.4b12 Running 3 x @ 2560 x 1600 full screen on my PC. (DX 12) Nothing else running.
     
  29. darkhog

    darkhog

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    That's not true anymore as you've set minimum price. Either fix store page or the OP so it is consistent.
     
  30. Arowx

    Arowx

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    Cheers fixed.
     
  31. Arowx

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    Unity 5.4 Beta 17 results. Running 3 x @ 2560 x 1600 full screen on my PC. (DX 12).
     
  32. hippocoder

    hippocoder

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    Seems to be getting slower.
     
  33. Arowx

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    Unity 5.3.5f1

    4.5 / 4.6 / 4.6.1 / 4.6.2 / 4.6.3 / 5.0.0 / 5.1 / 5.2 / 5.2.2 / 5.3 / 5.3.1 / 5.3.4 / 5.3.5
    30 fps > 51,716 / 48,853 / 48,254 / 48,681 / 49,835 / 59,498 / 53,177 / 55,370 / 56,120 / 57,718 / 53,106 / 51,234 / 50,796
    60 fps > 42,230 / 39,983 / 39,337 / 39,490 / 40,723 / 46,899 / 51,693 / 53,705 / 53,976 / 56,026 / 44,174 / 49,885 / 49,418
     
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  34. ZJP

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    Again... :(
     
  35. Arowx

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    Unity 5.4 Beta 19 results. Running 3 x @ 2560 x 1600 full screen on my PC. (DX 12).
     
  36. Arowx

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    Unity 5.4 Beta 20 results. Running 3 x @ 2560 x 1600 full screen on my PC. (DX 12).
     
  37. Arowx

    Arowx

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    Unity 5.4f3 Running 3 x @ 2560 x 1600 full screen on my PC. (DX 12).
    Note using default Instanced shader which does not have bump/specular.
     
  38. hippocoder

    hippocoder

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    well if you're going to change things like resolution or shaders each time, then history begins at each change.
     
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  39. Arowx

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    With bump and normal maps on "Instanced" shader.
     
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  40. Arowx

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    Test of the New Vulkan API in the 5.5 beta:

    DX12 @ 1440x900

    Vulkan @ 1440x900

    Only comparing standard shaders, as instancing does not work for me on Vulkan.
     
  41. Arowx

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    It looks like Vulkan is about 1.3x faster on my PC/GPU combo using Unity 5.5 beta and Standard Shaders (Instance shaders don't work for me in Vulkan yet).

    Try it for yourself -> https://arowx.itch.io/unity-cube-mark

    Bottom two files CubeMark55DirectX12.zip and CubeMark55Vulkan.zip

    Standalone PC only.
     
  42. Arowx

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    Unity 5.4.3 @ 1600 x 1200
     
  43. Arowx

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    Unity 5.5f3 @ 1600 x 1200
     
  44. hippocoder

    hippocoder

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    upload_2016-12-13_18-33-25.png
    Looks like cubemark won't be the same again in 5.6 :p
     
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  45. N1warhead

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    How many cubes is this exactly?
    Saw this on the 5.6 beta page.

    So does this mean games like Rome Total War will now be possible with Unity?
     
  46. Arowx

    Arowx

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    Simple answer Yes.

    Complex answer you will probably need a GPU based Instanced Animated Mesh shader/solution, with LOD and Imposters. Unless Unity have one in the works for 5.6?

    Note: You will probably only see this many cubes and performance without physics colliders/rigidbodies.
     
  47. Arowx

    Arowx

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    Unity 5.6b1 @1600 x 1200 [Vulkan]
     
  48. Arowx

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    Unity 5.6b1 @1600 x 1200 [DX12]
     
  49. Arowx

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    Unity 5.6b1 @1600 x 1200 [DX12] Instanced Shader
     
  50. Arowx

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    Unity 5.6b1 @1600 x 1200 [Vulkan] Instanced Shader