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IBM Rational Purify was a memory debugger allowing performance analysis. Instruments (bundled with Xcode) is used to profile an executable's memory allocations, time usage, filesystem activity, GPU activity etc. Intel Parallel Studio contains Intel VTune Amplifier, which tunes both serial and parallel programs. It also includes Intel Advisor ...
Users can choose a workload preset, Low to Extreme, or set the parameters by custom. The benchmark 3D scene is an office of a fictional genius scientist from the middle of the 20th century. The scene is GPU-intensive because of SSRTGI (Screen-Space Ray-Traced Global Illumination), proprietary dynamic lighting technology by Unigine.
The PCMark Suite is a collection of various single- and multi-threaded CPU, Graphics and HDD test sets with the focus on Windows Vista application tests. Consumer Scenario Suites are pre-defined selections of test sets that measure the system’s performance in respective Windows Vista Consumer Scenarios.
TechPowerUp GPU-Z (or just GPU-Z) is a lightweight utility designed to provide information about video cards and GPUs. [2] The program displays the specifications of Graphics Processing Unit (often shortened to GPU) and its memory; also displays temperature, core frequency, memory frequency, GPU load and fan speeds.
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Geekbench began as a benchmark for Mac OS X and Windows, [3] and is now a cross-platform benchmark that supports macOS, Windows, Linux, Android and iOS. [4]In version 4, Geekbench started measuring GPU performance in areas such as image processing and computer vision.
A graphical demo running as a benchmark of the OGRE engine. In computing, a benchmark is the act of running a computer program, a set of programs, or other operations, in order to assess the relative performance of an object, normally by running a number of standard tests and trials against it.
In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. [1] Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing ...