scheda aggiornata il 27/11/2007
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Descrizione
Utility per il test del proprio sistema, utilizzando il gioco Crysis. Compatibile sia
con la versione demo che con quella finale del gioco.
Di seguito le note fornite a corredo con l'utility:
Executive Summary:
The tool provides a robust front end to benchmarking Crysis. Provides ability to queue up
many runs and will provide detailed results for each test as well as an overall summary
with accurate averages. Works with retail and demo.
How to:
Simply queue up several different runs mixing settings, resolutions, antialiasing levels
and click "Begin benchmark Run".
You can add a frame number where screenshots can be made on every frame for comparison.
Use Negative numbers to make a screenshot on every N frame (ie: -399). Hit view button to
to view them.
For advanced users you can add custom cvars or import a cfg file that will run globally on
all tests.
Notable Features:
Run a variety of tests all at one time.
Choose windowed, 32/64 bit, DX9/DX10 tests.
Logs setting details for each test run plus provides a summary breakdown (with averages if
3 or more loops).
Supports custom demos.
Allows pause/resume by hitting spacebar, between runs.
Auto-save all benchmark runs in Autosave folder.
Allows Copy/Paste from results window.
Save and import a queue of runs for ease of retesting.
Allows image quality comparisons by taking a screenshot on each run at certain frame(s).
How It Works:
It doesn't change or alter any game files. Except it uses the same log file that the
Crysis timedemo does to log the results, that is the only game file altered in any way.
there are no batch files used, this is stricly application controlled. The tool will go
through the queue one by one. between tests you will have an option to pause for 3 seconds
(visible with countdown times) and it highlights the test it will run next if resumed. A
Summary is provided at the end. If 3 or more demo loops are set for each run, then the
summary will provide an average of all loops except loop 1. For averages the first test
loop is ignored since it is cacheing assets on the first loop. If only 2 runs are
selected, the averages shown are not 'overall' averages but 'last' average, meaning it
will provide the average from loop 2, again ignoring run for the summary wherever
possible.
The tool provides zero overhead during tests. There is no program logic operating in the
tool while a testing run is going, it is only waiting for a signal back from the operating
system that the demo loops are done, then it proceeds to start the next run. CPU spikes
will be seen between test runs but this doesn't effect the runs at all, since it is
essentially asleep during runs.
In most cases the tool will find where the game or demo is installed, if you want to
specify a path for some reason then go to File/Set Game Path.
Limitations:
There are currently a few limitations with the first release that will be added to later.
- Low/Medium/High/VeryHigh global settings can be mixed and matched in the queue as
desired but only one custom configuration (mixing individual quality settings) can be
mixed into the queue. In other words many custom runs can be added to the queue but it
will only use the same custom settings for each run. The custom quality benchmark run will
be run with the quality settings that are currently selected at the time that the 'Begin
Benchmark' button is pressed.
- For any advanced optional CVARS you add, they will be global to all tests and not on a
per test run basis.
- Currently while many resolutions are provided, not all may be supported by your monitor.
- DX10 option will show up in Vista if you don't have DX10 hardware. Choosing DX10 will
revert to using DX9, although the log output will show DX10 erroneously. I do not have
directx API logic in the tool yet to differentiate HW.
- Vsynch currently disabled as there were issues with it working in demo, will be
re-enabled in soon update.
Plans:
I plan to remove the current limitations listed above in a near future release. I also am
planning advanced testing options to show video/RAM memory usage as well as per core CPU
usage.
I will have an advanced tweaking section that I will add to the tool for people that want
to test the performance of their tweaks.
Possible reports/graphs and exporting options depending on the community desire for it.
Changelog:
Version 1.05 release 11-20-07[/b]
* Changed the way AA initializes for Vista and XP. AA settings work reliably in testing.
* Removed speech audio from playing with the default GPU/CPU benchmarks.
* Modified pause and stop, mostly cosmetic fixes.
* Vsync working and enabled for retail, automatically disabled for demo because doesn't
work.
* Complete re-write of SP Demo and Retail detection and pathing. The tool will autodetect
what version it is testing and if it's manually pointed to a different version it will
detect it appropriately.
* Included build version of game being tested on form title.
* Fixed pointing to the right path for timedemos after a game path is manually changed.
* Added persistent data with a benchmarktool.ini to retain certain user settings between
sessions (ie:clear log before run, tooltips checkbox)
* Added better attention grabber to the Add runs to queue button, if begin benchmark is
pressed with an empty queue.
* Fixed extension filter issue with save results dialog.
* Reduced working set and private bytes usage of tool by several hundred percent.
* Minor formatting fix on summary under certain conditions.
* Fixed 64 bit testing for Vista 64. XP 64 still unsupported by tool (contact me for
testing).
* Included a new benchmark called Assault_Harbor that is available in the timedmo
selection drop down box. Instead of a good GPU or CPU test, this focus's on real gameplay
from a level of the game with active AI, active physics and stressing particle graphics as
well. Each run will be somewhat unique since AI and physics are active during test but is
a good representation of real gameplay to test your settings against.