Since you used the generic term 'AVX' - I'm curious, does that include AVX512 or are you just reference the first implementation of AVX (Sandy Bridge)?
Not entirely.
lowp is not necessary fp16 - IOS and Android doesn't guarantee fp16 - it can be between fp10 and fp16 depending on the hardware implementation.
The same goes for highp which can be between fp24 and fp32 depending on the hardware.
Most compilers/drivers on mobile devices can...
I have a hard time to follow you logic here. What have 'Usually doubled compute power resulted in ~30% improvement' anything to do with the precission of the fp calculations?
Are you implying that there's a difference of 30% between using f16 and fp32 for a general pixel shader in the iPad...
That would be great, but will never happen because there's no business case in providing such a benchmark. The amount of work associated with delivering of highly hand optimized code for each CPU family is just too much for any 3rd party. What should the benchmark test? Intel would love heavy...
And most developers doesn't even use SSE efficiently - 98% rely on compilers and couldn't care less. - they won't even look at ISPC. I do agree that AVX (and specifically AVX512) would have been great on all CPUs.
Then you're not able to benchmark different architectures against eachother - I can understand that you accept the use of GPGPU resources on one platform and CPU on another for benchmarking different architectures. I don't.
If you experience any changes in the behaviour you would need to decompile and analyze the new code - you do not have symbols and debug information. Afterwards you create a solution - you'll have to compile and test on all other supported platforms - Android, OSX, Win and Linux - before release.
How would that help? 'Just rewrite' - Are you aware of the resources needed for contant rewriting on multiple platforms?
You're uploading the next best thing after source code - you have no longer control over the specifics of your benchmark. There can be a large performance difference between...
Does this include bitcode delivery via Xcode? It's default, but still optional for now - this will be a requirement in the near future. How will you prevent behind the scene optimizations?
Which workloads use NEON/SSE SIMD instructions? We do talk about SIMD instructions and not scalar instructions, right?
So Win version of GB4 will use VS2015?
Thank you for participating.
According to your own test - Sharpen filter etc.
Will GB4 include any SIMD processing?
Since GB4 will use Apple Xcode 7 for IOS, will desktop include the latest Intel Compiler?
http://www.primatelabs.com/geekbench3/workloads.pdf
How convenient. If the variance is less than 1%, then why have differences? What is the impact on throttling?
Well that sounds almost like the 70% variance when using Xcode. Highly optimized asm is a very good start, since we're...
It's not possible to conduct cross platform performance comparisons with Geekbench as has been said multiple times. The data set is different - usually 4 times larger on desktop compared to mobile. Different algorithms between desktop and mobile versions. It's very depended on compilers - here's...
Wouldn't this be great! On the other hand, if they knew what's being discussed they wouldn't use any of mentioned benchmark in this thread for cross platform performance comparisons.
I apologize if it was not about the Geekbench - but regardless it would have explained a lot. I'll have to admit that I do see the mention of Geekbench in a lof of threads here and I simply can't phantom why, but to be honest many of the other so call benchmarks are not much better.
This is great - I thought the purpose was to evaluate the performance of cpus, but I was clearly mistaken. 'Geekbench - the complete emulation of a mediocre developer', this sure explain some things for me. :biggrin:
No, you can't really compare. Most (all?) benchmark/games etc. use FP16 (shader) and very little FP32 (Vertex) on IOS/Android. Most benchmark/games on PC use FP32.
If we assume Apple use Series7XT with 16 clusters at 400MHz (which is roughly 88% faster than A8X) you'll have
FP16: 128Flops *...
Comparison between haswell/broadwell/skylake regarding instruction latency/throughput
http://users.atw.hu/instlatx64/HSWvsBDWvsSKL.txt
Overall many changes.
I would advice you to visit forums that are more focused on audio production and ask your question there - you would receive way better responses.
You can try :
www.gearslutz.com/board/
www.logicprohelp.com/forum/
www.kvraudio.com/forum/
I have a question that I hope some can answer - is it possible to compare 3DMark scores between platforms(OpenGL ES vs DirectX)?
The mobile version of 3DMark use OpenGL ES 2 and it's default is fp16 calculations where the PC version use DirectX with fp32 calculations - Does the mobile...
I don't think there's a point in going real deep in a specific algorithm, since every benchmark in Geekbench are suboptimal implementations regarding high architecture performance.
We all know we should pack the matrices, skip intrinsics and go asm (compilers somehow thinks they're better at...
You can't, but if you're abit adventurous you can download embre here :
http://embree.github.io/index.html (remember the renderer)
For maximum performance you need the SPMD compiler found here :
http://ispc.github.io/
You just use Visual Studio. Unfortunately if you want to target AVX/AVX2...
IMO, yes! I'm interested in knowing how the architecture performs and not the performance of some suboptimal implementations of various algorithms.
I would prefer a modular benchmark system with various opensource algorithms with unknown datasets and with atleast 40+ realtime modulating...
Macrumors specifically chose a low score - over 70% of all the iPhone 5S entries in the Geekbench have a single-core score of 1400 or above. With that in mind - it's only a 8% improvement over A7.
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