MariuszXC wrote in Wed Jan 05, 2022 11:12 pm:@V12 but thanks for the idea. I created a Wiki page https://wiki.flightgear.org/OpenGL_performance for such data and added a pointer to it to performance troubleshooting section https://wiki.flightgear.org/Troubleshoo ... evaluation
If you could add your numbers there (and others too) it could become a useful resource to answer 'what can I expect from my hardware?' question.
this glmark2 thing crashes on my system when it attempts the "[terrain]" portion of the tests... there is also an earlier error attempting to load a fragment shader after the 2nd "[bump]" test... i've tried with both, NVIDIA 470 and 495, proprietary drivers using their meta packages...
"sudo aptitude install glmark2" is the command i used to install... only two packages, glmark2 and glmark2-data, were installed out of nine glmark2* available packages...
AMD Ryzen 7 3700X 8-Core 4GHz (hyper-threading disabled in BIOS)
NVIDIA RTX2060 6GB
32GB DDR4 Synchronous Unbuffered 2133 Mhz RAM
1TB Silicon Motion NVMe SPCC M.2 PCIE SSD
Kubuntu 20.04 (fully updated)
here is the output from the 2nd attempt using the 495 drivers...
- Code: Select all
$ glmark2
=======================================================
glmark2 2021.02
=======================================================
OpenGL Information
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 2060/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 495.46
=======================================================
[build] use-vbo=false: FPS: 13809 FrameTime: 0.072 ms
[build] use-vbo=true: FPS: 28367 FrameTime: 0.035 ms
[texture] texture-filter=nearest: FPS: 27958 FrameTime: 0.036 ms
[texture] texture-filter=linear: FPS: 28120 FrameTime: 0.036 ms
[texture] texture-filter=mipmap: FPS: 28036 FrameTime: 0.036 ms
[shading] shading=gouraud: FPS: 26428 FrameTime: 0.038 ms
[shading] shading=blinn-phong-inf: FPS: 26320 FrameTime: 0.038 ms
[shading] shading=phong: FPS: 25800 FrameTime: 0.039 ms
[shading] shading=cel: FPS: 25498 FrameTime: 0.039 ms
[bump] bump-render=high-poly: FPS: 20696 FrameTime: 0.048 ms
[bump] bump-render=normals: FPS: 29599 FrameTime: 0.034 ms
Error: Failed to add fragment shader from file None:
Error: 0(15) : error C0000: syntax error, unexpected identifier, expecting "::" at token "highp"
Error: 0(36) : warning C1503: undefined variable "TextureCoord"
Error: 0(37) : warning C1503: undefined variable "TextureCoord"
Error: 0(38) : warning C1503: undefined variable "TextureCoord"
Error:
[bump] bump-render=height: Set up failed
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 22140 FrameTime: 0.045 ms
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 15018 FrameTime: 0.067 ms
[pulsar] light=false:quads=5:texture=false: FPS: 27482 FrameTime: 0.036 ms
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 8226 FrameTime: 0.122 ms
[desktop] effect=shadow:windows=4: FPS: 10260 FrameTime: 0.097 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 1490 FrameTime: 0.671 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 1613 FrameTime: 0.620 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 2147 FrameTime: 0.466 ms
[ideas] speed=duration: FPS: 14164 FrameTime: 0.071 ms
[jellyfish] <default>: FPS: 20591 FrameTime: 0.049 ms
Error: Failed to add fragment shader from file None:
Error: 0(26) : warning C7022: unrecognized profile specifier "highp"
Error: 0(26) : error C0502: syntax error at token "highp"
Error:
Error: Failed to add fragment shader from file None:
Error: 0(75) : warning C7022: unrecognized profile specifier "highp"
Error: 0(75) : error C0502: syntax error at token "highp"
Error:
[terrain] <default>:Segmentation fault (core dumped)
it should also be noted that glmark2 has certain specific limitations... highlighting below is mine
$ man glmark2 wrote:NAME
glmark2 - OpenGL (ES) 2.0 benchmark suite
SYNOPSIS
glmark2 [options]
DESCRIPTION
glmark2 is a benchmark for OpenGL (ES) 2.0. It only uses the subset of the OpenGL 2.0 API that is compatible with OpenGL ES 2.0.