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The Making of Turbulenz’
WebGL Benchmark
Ian Ballantyne, Turbulenz
@ianballantyne
(Printer Friendly Version)
About Turbulenz
HTML5 Game Development
● Gaming Platform
(turbulenz.com)
● Publishing Platform
(hub.turbulenz.com)
● Game Engine
(github.com/turbulenz/turbulenz_engine)
● Game Studio
(wonderstruckgames.com)
Example Games
Building a WebGL benchmark
WebGL capable devices
WebGL capable browsers
HTML5 Game Engines utilizing WebGL
Benchmark Demo
Project Goals
●
●
●
●
●

Run a real-world WebGL game
Maximize GPU utilization
Repeatable content for comparison
Simple, quick to run
Useful for information for:
○
○
○

Hardware developers
Browser developers
Game developers

● Open Source benchmark code
Must be interesting!
Why use the Polycraft game?
Polycraft Benchmark
●
●
●
●
●

Cutting-edge 3D, HTML5 game
Playable in the browser today
Targeting a range of hardware
Interest in performance
Actively in development
Polycraft game
From game to benchmark
Efficient GPU benchmarking
●
●
●
●

Run as fast as it can
Minimise CPU cost
Remove unnecessary subsystems
Control the rendering
Early Benchmark Tests
Game Modifications
●
●
●
●

Expand scripting system
Move work from CPU to GPU
Add new GPU effects
Make the game deterministic
Updated Scripting
● Improved scriptable camera
○ Dynamic waypoints
○ Required a skybox
○ Different perspective on the game

● Player waypoints
● Trigger waves of enemies
New GPU effects
● Additional shadow casting light
● Post processing effects
● New GPU particle system
New particle effects
Old Torch

New Torch
Repeatable game logic
●
●
●
●

Seeded random number generator
Disabled approximations
Used a fixed timestep
Synchronized update with rendering
Benchmark recording/playback interface

Record

Playback

Polycraft game

Benchmark app

Turbulenz Graphics Device

Turbulenz Graphics Device

WebGL API

WebGL API
Benchmark recording/playback interface
Meshes

Textures

Shaders

Polycraft game

Benchmark app

Turbulenz Graphics Device

Turbulenz Graphics Device

WebGL API

WebGL API
Benchmark recording/playback interface
Meshes

Textures

Shaders

Scripting
data

Polycraft game

Polycraft game

Turbulenz Graphics Device

Turbulenz Graphics Device

WebGL API

WebGL API
Benchmark recording/playback interface
Meshes

Textures

Shaders

Frame
data

Polycraft game
Benchmark app

Turbulenz Graphics Device
WebGL API

WebGL API
Benchmark recording/playback interface
Meshes

Textures

Shaders

Polycraft game

Capture Device
Turbulenz Graphics Device
WebGL API

Frame
data

Benchmark app

Playback Device
Turbulenz Graphics Device
WebGL API
Benchmark recording/playback interface
Frame
data

Polycraft game

Capture Device
Turbulenz Graphics Device
WebGL API

Textures

Shaders

Benchmark app

Playback Device
Turbulenz Graphics Device
WebGL API
Benchmark recording/playback interface
Frame
data

Polycraft game

Capture Device
Turbulenz Graphics Device
WebGL API

Textures

Shaders

Benchmark app

Playback Device
Turbulenz Graphics Device
WebGL API
Benchmark recording/playback interface
Frame
data

Polycraft game

Capture Device
Turbulenz Graphics Device
WebGL API

Textures

Shaders

Benchmark app

Playback Device
Turbulenz Graphics Device
WebGL API
Recording/playback
●
●
●
●

Process the recording offline
Reuse the system with other content
Playback with minimal overhead
Optimize recorded data
○ Use a binary format
○ Process in 60 frame chunks
○ Reference only required assets
Multiple streams
Generating results
Possible information to record
● Per-frame data
○ Frame execution timing (ms)
○ Low level metrics
○ High level metrics

● Configuration
○ Hardware: Platform, graphics card, driver
○ Runtime: Browser, screen resolution, anti-aliasing
○ Stream: Post effects enabled, render target resolution
Graphing
Graphing Results
●
●
●
●
●

Visual feedback
Allow comparisons
Analyze the output in detail
Export the raw data if required
Discover the information you require
Complications
●
●
●
●

Timing
Browser control
Feature support
Vsync
Vsync
ms between frames

Early Prototype Benchmark Testing

Vsync Off

Vsync On

frame number
Macbook Pro, MacOSX 10.6, Chrome 27
Solutions
●
●
●
●

Online/Offline
Different streams, different hardware
Look for alternative timing solutions
Frame execution time >16.6ms
What’s next?
● More detailed timing
● More stream variants:
○ High, medium, low
○ Stress test
Early Stress Test Demo
Before we continue building...
Feedback
● Early access to project in development
● Offline benchmark hosted on Github
● Experiment with:
○ Offline benchmark runner
○ Graphing tools
○ Different streams

● Submit:
○ Bugs/feature requests

bit.ly/polycraft_benchmark_preview
Utilizing the benchmark
●
●
●
●

Test on your target platforms
Change the configuration
Record your own content
Look at the Turbulenz Engine
implementation
(it’s open source)
bit.ly/polycraft_benchmark_preview
Questions
Register interest:
bit.ly/polycraft_benchmark_preview

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