FauxVkDB
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Report #34 benchmark

Reference valid Supreme supporter
GPU
Mali-G610 MC4
Driver
panvk_faux123_ace_v0.36.0 PanVK-kbase beta.14 (Mesa 26.3.0-devel (git-5a07217f03))
Device
GameForce Ace
Chip
Rockchip RK3588S (RK3588)
CPU
4 x 1.80 GHz + 4 x 2.35 GHz, arm64-v8a
Memory
11.7 GB
Reported as
GameForce_ACE / GameForce_ACE
Received
Android
13
Library SHA-256
4c0d15d1877efb1f48dd15179d790f572591c3b086277bbadcde71a47048d1f2

Raw JSON

Conditions

seconds_per_scene
6
warmup_frames
30
render_width
1920
render_height
1080
heavy_width
3840
heavy_height
2160
heavy_below_ms
8
heavy_particles
2
display_width
1920
display_height
1080
display_refresh_hz
60
rounds
3
scene_set
3
vsync
OFF

Every scene draws at 1920 by 1080, whatever the screen. A scene under 8.0 ms there is too light for the chip and runs again at a heavier load: at 3840 by 2160, as the row named with _2160p, or, for compute_nbody, with 2 times the particles, as the row named with _2x. Compare drivers on one device; across devices, compare only rows that kept the GPU busy.

Graphics chip below 90% of its top speed (GPU clock) during: compute_nbody. The device was holding the graphics chip back (heat or a power-saving mode), or the scene is too light to need more. Compare these numbers only with a run at a similar clock.

Scenes

SceneMedian msAverage msp95 msRoundsStarted hotGPU clock
oit_linked_lists
20.51
20.5120.63301000 of 1000 MHz
subpasses
19.32
19.3019.5630900 of 1000 MHz
compute_nbody
18.57
18.7420.9930883 of 1000 MHz
pipeline_barriers
10.22
10.2210.56301000 of 1000 MHz
Individual runs (12)
SceneRoundStateMedian msFrames
oit_linked_lists0ok20.51255
subpasses0ok19.35276
compute_nbody0ok18.91281
pipeline_barriers0ok10.22544
oit_linked_lists1ok20.71253
subpasses1ok19.32278
compute_nbody1ok18.94279
pipeline_barriers1ok10.23542
oit_linked_lists2ok20.58254
subpasses2ok19.36277
compute_nbody2ok18.57257
pipeline_barriers2ok10.26539