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GLBenchmark 2.0 official

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Uploaded by on May 21, 2010

GLBenchmark 2.0 demonstrated first at Mobile World Congress 2008

The worlds most popular OpenGL ES benchmark has been updated to support OpenGL ES 2.0, the highest-end mobile 3D API. Kishonti Informatics, the worldwide leader of mobile performance benchmarking has announced availability of GBenchmark 2.0, 3D performance benchmark suite for OpenGL® ES 2.0 compatible Linux, OpenKode, Symbian and Windows Mobile devices.

Read full press release here (PDF format).


Revolution in embedded 3D

Compared to the fixed pipelines of former mobile 3D environments, OpenGL ES 2.0 creates unlimited possibilities for embedded developers through programmable shader technology. OpenGL ES 2.0 combines a version of the OpenGL Shading Language for programming vertex and fragment shaders that has been adapted for embedded platforms, together with a streamlined API from OpenGL ES 1.1 that has removed any fixed functionality that can be easily replaced by shader programs, to minimize the cost and power consumption of advanced programmable graphics subsystems.


Revolution in mobile benchmarking

GLBenchmark 2.0 has been designed from the ground up to demonstrate and measure the true potential of OpenGL ES 2.0 Hardware. The built-in shader code (GLSL) generator enables real-time performance tuning and de-compositing. This is an in-valuable feature for OpenGL ES 2.0 Hardware vendors and Handset manufacturers.


Realistic content for future devices

GLBenchmark 2.0 is designed to run on, and be compatible with, all OpenGL ES 2.0 compatible devices. To make sure the benchmark does not over- or under-shoot future device capabilities, and consumer and operator expectations, Kishonti has worked together with all major OpenGL ES 2.0 vendors and created demanding, but compatible, benchmark scenarios.


Measurements and features

GLBenchmark 2.0 efficiently demonstrates several high quality real-time effects which were only made possible by Open GL ES 2.0 and expected to be popular with application developers: * texture based and direct lighting * bump, environment and radiance mapping * soft shadows * vertex shader based skinning * automatic levels of detail (LOD) * multi-pass deferred rendering * noise textures * ETC1 texture compression


The benchmark also measures low level OpenGL ES 2.0 system performance which makes easier to find bottlenecks at an early stage.

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  • She's like "OMF I can barely walk in this shit!"

  • Where to download this? It's end of 2010 and benchmark is still not out?

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