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Presentation WT-4066, The Making of Turbulenz’ Polycraft WebGL Benchmark, by Ian Ballantyne at the AMD Developer Summit (APU13) November 11-13, 2013.
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The Making of Turbulenz’
Ian Ballantyne, Turbulenz@ianballantyne
WebGL Benchmark
(Printer Friendly Version)
About TurbulenzHTML5 Game Development● Gaming Platform
(turbulenz.com)● Publishing Platform
(hub.turbulenz.com)● Game Engine
(github.com/turbulenz/turbulenz_engine)● Game Studio
(wonderstruckgames.com)
Example Games
Building a WebGL benchmark
WebGL capable devices
WebGL capable browsers
HTML5 Game Engines utilizing WebGL
Benchmark Demo
Project Goals
● Run a real-world WebGL game● Maximize GPU utilization● Repeatable content for comparison● Simple, quick to run● Useful for information for:
○ Hardware developers○ Browser developers○ Game developers
● Open Source benchmark code
Must be interesting!
Why use the Polycraft game?
Polycraft Benchmark
● Cutting-edge 3D, HTML5 game● Playable in the browser today● Targeting a range of hardware● Interest in performance● Actively in development
Polycraft game
From game to benchmark
Efficient GPU benchmarking
● Run as fast as it can● Minimise CPU cost● Remove unnecessary subsystems● Control the rendering
Early Benchmark Tests
Game Modifications
● Expand scripting system● Move work from CPU to GPU● Add new GPU effects● Make the game deterministic
Updated Scripting
● Improved scriptable camera○ Dynamic waypoints○ Required a skybox○ Different perspective on the game
● Player waypoints● Trigger waves of enemies
New GPU effects● Additional shadow casting light● Post processing effects● New GPU particle system
New particle effects
Old Torch New Torch
Repeatable game logic
● Seeded random number generator● Disabled approximations● Used a fixed timestep● Synchronized update with rendering
Benchmark recording/playback interface
WebGL API
Turbulenz Graphics Device
Polycraft game
WebGL API
Benchmark app
Turbulenz Graphics Device
Record Playback
Benchmark recording/playback interface
Meshes Textures Shaders
WebGL API
Turbulenz Graphics Device
Polycraft game
WebGL API
Turbulenz Graphics Device
Benchmark app
Benchmark recording/playback interface
Meshes Textures Shaders Scripting data
WebGL API
Polycraft game
Turbulenz Graphics Device
WebGL API
Turbulenz Graphics Device
Polycraft game
Benchmark recording/playback interface
Meshes Textures Shaders Frame data
WebGL APIWebGL API
Turbulenz Graphics Device
Polycraft gameBenchmark app
Benchmark recording/playback interface
WebGL API
Turbulenz Graphics Device
Polycraft game
Meshes
Capture Device
Textures Shaders Frame data
WebGL API
Benchmark app
Playback Device
Turbulenz Graphics Device
Benchmark recording/playback interface
WebGL API
Turbulenz Graphics Device
Polycraft game
Capture Device
Frame data
WebGL API
Playback Device
Turbulenz Graphics Device
Textures Shaders
Benchmark app
Benchmark recording/playback interface
WebGL API
Turbulenz Graphics Device
Polycraft game
Capture Device
Frame data
WebGL API
Playback Device
Turbulenz Graphics Device
Textures Shaders
Benchmark app
Benchmark recording/playback interface
WebGL API
Turbulenz Graphics Device
Polycraft game
Capture Device
Frame data
WebGL API
Playback Device
Turbulenz Graphics Device
Textures Shaders
Benchmark app
Recording/playback
● Process the recording offline● Reuse the system with other content● Playback with minimal overhead● Optimize recorded data
○ Use a binary format○ Process in 60 frame chunks○ Reference only required assets
Multiple streams
Generating results
Possible information to record
● Per-frame data○ Frame execution timing (ms)○ Low level metrics○ High level metrics
● Configuration○ Hardware: Platform, graphics card, driver
○ Runtime: Browser, screen resolution, anti-aliasing
○ Stream: Post effects enabled, render target resolution
Graphing
Graphing Results
● Visual feedback● Allow comparisons● Analyze the output in detail● Export the raw data if required● Discover the information you require
Complications
● Timing● Browser control● Feature support● Vsync
Vsync
Macbook Pro, MacOSX 10.6, Chrome 27
Vsync On Vsync Off
Early Prototype Benchmark Testing
ms
betw
een
fram
es
frame number
Solutions
● Online/Offline● Different streams, different hardware● Look for alternative timing solutions● Frame execution time >16.6ms
What’s next?
● More detailed timing● More stream variants:
○ High, medium, low○ Stress test
Early Stress Test Demo
Before we continue building...
Feedback
● Early access to project in development● Offline benchmark hosted on Github● Experiment with:
○ Offline benchmark runner○ Graphing tools○ Different streams
● Submit:○ Bugs/feature requests bit.ly/polycraft_benchmark_preview
Utilizing the benchmark
● Test on your target platforms● Change the configuration● Record your own content● Look at the Turbulenz Engine
implementation (it’s open source)
bit.ly/polycraft_benchmark_preview
Questions
Register interest: bit.ly/polycraft_benchmark_preview
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