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#1 |
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Join Date: Nov 2014
Location: Italy
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68k real apps (or almost) benchmark
For WinUAE, UAE, FS-UAE, Real Amiga, Vampire, PiStorm, etc (68k of course)
you can try this serie of benchmark (download files) Some tests are very slow without jit. So you can do with JIT and without JIT. The only things to remember is to tell if you using jit and/or in what test you use jit. CPU TEST: ByteMARK 68k/PPC AFlops only mflops(4) Dnet68k (v2.8010-461-CPR-00062713) (I provide the 68k archive) Amiga Fibonacci Benchmark (Afinch) AUDIO TESTS: BladeENC (0.85 for 68k Amiga Lame 3.98 GAMES and ENTERTAINMENT: QUAKE (software mode): use Quake68k (included in the archive) and than "timedemo demo2" from the console by pressing the "" key under the "Esc" key and then pressing it again immediately to see the demo in fullscreen; Or download the Glquake. QUAKE II (software mode). How to run the benchmarks: BYTEMARK: try the versions for your cpu AFLOPS: test that calculates the mflops with these options: aflops (using the right version for your cpu); we only take into account MFLOPS(4) DNET 68K (in this case): launch the program from shell and write: "dnet -benchmark" and report the RC5 and OGR value. AMIGA FIBONACCI TEST: open the shell and launch the right program for the cpu version BLADEENC: use the wav file i included from Demoscene, indicated at the bottom of the page and from the shell do: "BladeEnc Osaka_Theory.wav" LAME 3.98: always with the same song, this time using qval=3 so always from the shell: "lame -q3 Osaka_Theory.wav Osaka_Theory.mp3" QUAKE 68k: simply do a "timedemo demo2" from the console being careful to immediately press the "" key under the "esc" key to restore fullscreen and at the end bring back the correct frame rate. Test quake with AGA and RTG . Resolution to try: 320x256x8 (AGA), 640x480x8 (RTG). In RTG mode run the game from shell with this command line: "quake68k -ip 127.0.0.1" and then choose 640x480 8bit QUAKE 2 ("timedemo 2" then "map demo1.dm2"): possibly the same and without audio. Important for the purposes of the tests that the games are tested in software mode audio test i used Demoscene music (Osaka_Theory.wav) free from copyright (i presume). MISSING TEST: Rendering test and video test |
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#2 |
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my test in Jit with 68040 configuration, WinUAE 5.3.0
I7 2600 AFinch 68040: 10.480 seconds AFlops: Mflops(4): 154.0333 Bytemark 2.2: Integer Index: 6.493412 Floating-Point Index: 3.760559 Dnetc: RC5: 1,626,559.75 keys/sec OGR: 1,422,376.57 nodes/sec BladeEnc 0.85: 00:05:52 (0.69X) Lame 3.98: 00:01:49 (2.2379X) Quake68k 320x256, PAL: 121 fps Quaek68k 640x480x8: 87 fps I7 7700 (same configuration) AFinch 68040: 1.900 seconds AFlops MFlops(4): 276.1171 Bytemark 2.2: Integer Index: 19.050791 Floatin-Point Index: 7.747311 Dnetc: RC5: 7,732,873.95 keys/sec OGR: 3,805,171.57 nodes/sec BladeEnc 0.85: 00:02:38 (1.53X) Lame 3.98: 00:00:36 (7.4692X) Quake68k 320x256, PAL: 390 fps Quake68k 640x480x8: 171 fps |
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#3 |
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Join Date: Nov 2014
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Amithlon (AthlonXP 2600, Radeon 9600, 768 MB) (Quake 1 should be quake68k, but not sure)
Bytemark: Integer Index: 13,24 Floating-Point Index: 5,58 AFinch 68040: 3,440 seconds AFlops MFlops(4): 182,50 Dnetc RC5: 3,546,905.53 keys/sec Quake 640x480: 60 fps Quake II: 33 fps Last edited by Seiya; 22 August 2024 at 18:35. |
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#4 |
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Join Date: Nov 2014
Location: Italy
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Amithlon (Sempron 2400, Radeon 9600, 205 MB) (i'm not sure is i used osaka_theory.wav for audio test, but comparing result with winUAE, it should be that file wav.)(Quake1 not remember if i used Quake68k)
Bytemark: Integer Index: 10,60 Floating-Point Index: 4,46 AFinch 68040: 4,340 seconds AFlops MFlops(4): 131,49 Dnetc RC5: 2,849,472.17 keys/sec BladeEnc 0.85: 00:09:12 (0.65X) Lame 3.96: 00:03:15 (1.8404x) Quake 640x480: 50 fps Quake II: 28,3 fps Last edited by Seiya; 22 August 2024 at 18:36. |
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