Platform with Atmospheric Fog (HDR 512x512, Voxels 64x64x64, DOF, Bloom, Lens Effects, Atmospheric Effects)
Far
Mid
Near
Platform with Different Exposures (HDR 512x512, Voxels 64x64x64, DOF, Bloom, Lens Effects, Atmospheric Effects)
0.25
1.0
2.5
5.0
Platform with Other Effects (HDR 512x512, Voxels 64x64x64, DOF, Bloom, Lens Effects, Atmospheric Effects)
Lens Flare and Dirt
Chromatic Aberration
DOF
Light Scattering
Benchmarks
For best performace result, all the test demonstrate below are not using any anti-aliasing.
All the benchmarks run on Intel Iris 6100 (OpenGL 4.4)
Scenerio 0
Components
Descriptions
Runtime
Framebuffer
512x512 4-channel HDR
n/a
Cone Tracing
8 Diffuse Cone
n/a
Voxelization
64x64x64 4-channel
n/a
Bloom
256x256 UpRes
n/a
Scatter
256x256 UpRes / 100 sample
n/a
DOF
3x3 sample
n/a
Others
Flare 256x256
n/a
(unfinished...)
Guess
For a static-voxelization scene with all effects on (except AA),
the refresh rate is around 35-45fps which seems quite nice for a entry-level integrated graphics chip under resolution 512x512.
However, when the resolution jump to 1024x1024, the program barely runs under 15-20fps due to the low preformance.
Based on the diagnostics of the RenderDoc, textures read and write operations are the most intensed workload for post-effects.
For an integrated graphics chip which does not have the dedicate high bandwidth memory and poor texture fill rate could lead such bad results.
On the other hand, there is some optimization can be achieved in texture operations, such as blur.
Some other benchmark data will be uploaded soon.
In the future, using OpenGL vendor specific extensions could also utilize the full power of the lastest released graphics card.