We're constantly on the lookout for new benchmarks to use for benchmarking the latest SoCs in devices. Today, Kishonti Informatics released GLBenchmark 2.0, the latest version of its popular GLBenchmark suite for measuring 3D graphics performance across a host of platforms: iOS, Android, Symbian, Windows Mobile, and Maemo. We've been testing it out for a while now and have some numbers of our own and from the community results. The end result is yet another look at how 3D performance stacks up between nearly all modern SoCs.

GLBenchmark 2.0 - as its name implies - tests OpenGL ES 2.0 performance on compatible devices. The suite includes two long benchmarking scenarios with a demanding combination of OpenGL ES 2.0 effects, and individual tests such as swap buffer speed (for determining the framerate cap), texture fill, triangle, and geometric tests. GLBenchmark 2.0 also leverages texture based and direct lighting, bump, environment, and radiance mapping, soft shadows, vertex shader based skinning, level of detail support, multi-pass deferred rendering, noise textures, and ETC1 texture compression.

We've been testing devices for a little while now and have a decent enough spread to make for some interesting comparison. The only extra consideration is that all of these were run at the device's respective native resolution. There's no way to change resolution, and likewise numbers cannot be scaled linearly because we may be memory bandwidth limited on some devices. GLBenchmark will join our benchmark suite for devices going forward. 

First are the resolutions (native) of the devices themselves:

Device Resolutions - GLBenchmark Native Resolution
Google Nexus One 800x480 WVGA
LG Optimus One 320x480 HVGA
T-Mobile myTouch 4G 800x480 WVGA
Samsung Fascinate 800x480 WVGA
Google Nexus S 800x480 WVGA
HTC EVO 4G 800x480 WVGA
Apple iPhone 4 960x640 DVGA
Apple iPad 1024x768 XGA
Motorola Droid 854x480 FWVGA
T-Mobile G2 800x480 WVGA
Nokia N900 800x480 WVGA
Apple iPhone 3GS 320x480 HVGA

Thankfully, comparison across devices running Android is easy thanks to the relatively standard WVGA resolution guidelines for high end devices. 

GLBenchmark 2.0 - Egypt

GLBenchmark 2.0 - PRO

   The first benchmark, Egypt, tests OpenGL ES 2.0 and represents the newest and most demanding benchmark. The second -  GLBenchmark PRO - represents a suite that tests OpenGL ES 1.1 performance. (edit: GLBenchmark Pro also tests OpenGL ES 2.0 features, and is a port of an earlier GLBenchmark 1.1 test which focused on OpenGL ES 1.1 performance). Moving forward we will report these whenever possible on smartphone reviews. 

It's pretty apparent right now that PowerVR SGX 540 still holds the lead, though the new 45 nm Qualcomms with Adreno 205 are a huge jump forwards from Adreno 200 performance wise. It's interesting that it looks like we're GPU or memory bandwidth bound on those new Qualcomms, as evidenced by the similar results the myTouch 4G and G2 post despite a 200 MHz CPU clock disparity.

Overall, GLBenchmark is designed to showcase some of the OpenGL ES 2.0 features that developers may potentially use in future gaming titles. There are a lot more low level tests which we'll be playing around with in the future and using to test in much more detail. 

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  • ibex333 - Wednesday, December 22, 2010 - link

    Why would you benchmark Motorolla Droid, but now Droid 2 GLOBAL, and Droid X?

    Seems unfair to pit an outdated device against newer, faster ones.
  • smile chen - Monday, December 27, 2010 - link

    When playing games and operating ipad without
  • smile chen - Monday, December 27, 2010 - link

    china ipad
  • Rish105 - Friday, December 31, 2010 - link

    The graphics in this app don't look to good. I think it is directly testing the shaders and not pushing fill rate at all. Which would put iOS devices at a major disadvantage, since Apple is using the same crappy OpenGL ES 2.0 stack that they use on Macs. Otherwise I'm sure that the SGX 535 is about equal to the Adreno 205 (in terms of shear fill rate and raw processing power), since it was over twice as fast as the Adreno 200 in earlier benchmarks. And the SGX 540 should completely top the chart by more than it is doing now (Samsung's fault for using crap 3D drivers like Apple)

    Also we need resolution relative scores. An iPhone 4 is pushing 4X the res of a 3GS, and 2X the res of the WVGA phones. Which would put it at 12 FPS if it scales perfectly and just about half the SGX 540 which seems realistic.

    But still the graphics in this app look terrible. I've played Real Racing 2, Infinity Blade, Rage HD, NOVA 2 and other intensive games on my 3rd gen iPod and they all run at a stable 30 FPS and they all look better than this (better shader usage, more detail, more polygons, etc.).

    We need a more comprehensive benchmark. This is a bad one.

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