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NerdBench Full

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Little benchmark application for Apple Silicon and Metal/Vulkan

Por Dariusz Wisniewski · Utilitários
Pontuação Debuts 73NovaSê o primeiro a avaliar

Porque esperamos isto: Its detailed test suite and side-by-side Metal, Vulkan and CPU comparisons make it a promising pick for Mac performance enthusiasts.

Captura de ecrã 1 de NerdBench FullCaptura de ecrã 2 de NerdBench FullCaptura de ecrã 3 de NerdBench FullCaptura de ecrã 4 de NerdBench Full

Em resumo

NerdBench Full is a benchmark utility for Apple Silicon Macs that runs compute, rasterization, ray tracing and path tracing tests on Metal, Vulkan through MoltenVK, and the CPU. It is aimed at users who want to compare GPU and CPU performance on the same workload. It stands out for reporting GPU time and end-to-end time separately, so CPU-side overhead is visible.

Resumo do Debuts, com base na ficha da App Store.

Sobre

Little benchmark application for Apple Silicon and Metal/Vulkan.

NerdBench puts your Mac's GPU and CPU through real rendering and compute work – ray tracing, path tracing, rasterization and matrix maths – on Metal, Vulkan and the CPU, so you can compare them side by side and see where the performance comes from.

THE TESTS

Compute • SGEMM – single-precision matrix multiply, in GFLOP/s • Matrix Transform 4×4 and Matrix Chain 4×4 – the vertex and hierarchy maths behind every 3D engine • Vector Math ALU – normalize, dot, cross, reflect and FMA at full load • Memory Bandwidth – streaming reads and writes over a large buffer, in GB/s • Parallel Reduction – tree reduction through threadgroup memory

Rasterization • A textured, lit 3D scene of more than 134,000 triangles, at up to 3840×2160 • Fillrate / Overdraw – heavy blended overdraw, in GPix/s

Ray tracing and path tracing • Each in two versions: software BVH traversal that runs on all three backends, and Metal ray tracing with acceleration structures refitted every frame, using the dedicated ray tracing hardware on M3 and later • The path tracer computes Monte Carlo global illumination: diffuse bounces, GGX metals, clear and frosted glass with refraction, emissive surfaces and sky light. There is no denoiser – every sample is really traced.

THE SCENE

A detailed 1990s desktop computer stands in a mirrored room. Three colored lights orbit it while twenty-five glass, plastic, metal and copper objects drift and spin the other way, and the camera circles the room. Turn the animation off and the path tracer refines a still image sample by sample, right in front of you.

THREE BACKENDS, ONE WORKLOAD

• Metal – the Mac's native graphics API • Vulkan – through MoltenVK, to compare a portable API with Metal on the same GPU • CPU – multithreaded NEON code with a software rasteriser and the same ray and path tracers, on as many cores as you choose

All three share the same algorithms, shading and scoring, so a result on one compares directly with the others. Every test runs on every backend, except the two that need Metal ray tracing.

HONEST NUMBERS

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