For the upcoming 13th Gen Intel / Ryzen 7000 CPUs I think it's important to warn that
VAM does have a 300 frames per second limit.
This is only relevant for desktop mode because in VR this limit is ignored and controlled by the VR software you use.
This could lead to false results the closer you get to 300 fps. This would be similar to running a benchmark with VSync on and your are now limited to your monitors refresh rate (typically 60 Hz / fps) - except this limit is higher.
Actually some high end current gen results
could are already be affected by this when doing 1080p runs.
In theory if the result shows an
Overall max1% of 300 or higher the limit has affected the result. Even if it was just for a split second.
@MacGruber
As far as I could tell by looking at the benchmarks code this FPS-limit is not disabled? Correct me if I'm wrong.
There could be a reason / side-effects from it that I do not know.
Documentation is here:
https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html
Now initially I thought this could be easily fixed by adding the line:
Code:
Application.targetFrameRate = -1;
to a Benchmark Update - but then I noticed there are some buffers that assume a max 300 fps.
Check Benchmark.cs line 1307:
Code:
private const int BUFFER_SIZE = 300*75; // Assuming a max of an average 300fps for a 75 second scene
So I'm not sure how just removing the limit would affect this.
Of course this is irrelevant in real world use, but it's important for
correct CPU performance comparison.
I've attached a very simple Plugin that only disables the limit. Just throw it in
\Custom\Scripts\ and load it once before running the benchmark.
FrameRateControl from
MacGruber Essentials does the same.
Note the FPS counter in user preferences could fail to display the number correct - it's just to long/high. Use the performance monitor.
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