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Metro Redux Is The New Favorite OpenGL 4.x Linux Game Benchmark

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  • Metro Redux Is The New Favorite OpenGL 4.x Linux Game Benchmark

    Phoronix: Metro Redux Is The New Favorite OpenGL 4.x Linux Game Benchmark

    I've now managed to get Metro 2033 Redux and Metro Last Light Redux working well for Linux graphics benchmarking!..

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    great news!
    This is a benchmark that really matters, as it is using a current-gen engine.

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    • #3
      Interesting way, it should work when you can use the last xx frames/second and you know how long the benchmark runs.

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      • #4
        Michael also work with the OpenGL standards committe.
        The advantage would be able to get frame times for any application.
        The implementation would depend on the drivers, less work than having to implement it into every application.
        And of course use the already available OpenGL extensions ARB_timer_query too if they can be useful.

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        • #5
          Originally posted by plonoma View Post
          The advantage would be able to get frame times for any application.
          The implementation would depend on the drivers, less work than having to implement it into every application.
          Libframetime works with any graphics driver. The problem with that or any other universal frame time / FPS approach is still the need of having to get the application automated to do whatever task (unless using OpenGL traces).
          Michael Larabel
          https://www.michaellarabel.com/

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          • #6
            Great job Michael!

            You gona make a lot of your readers very pleased!

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            • #7
              Yes, Thank You.

              I'll definitely support this effort with a paypal tip.

              It seems likely that libframetime would make it possible to get statistics from an actually running game. The next great thing for PTS would be to allow libframetime to collect data while allowing the user to actually play through a section of game. That way it would be possible to go explore and actually find out where at in the game rendering problems or performance bottlenecks actually are. That's something timedemos will never be able to do.

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              • #8
                Oh god... now i understand.. he's measuring frame-time variance without an fcat.

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                • #9
                  Originally posted by Michael View Post
                  Libframetime works with any graphics driver. The problem with that or any other universal frame time / FPS approach is still the need of having to get the application automated to do whatever task (unless using OpenGL traces).
                  Well, it works by hooking (LD preload hack) original glxswapbuffers function (or egl equivalent) by using a wrapper that counts how often the original function gets called. Obvious downside is that it only works for *GL games and it *will* trigger every semi-decent anticheat. Anticheat devs probably won't ban you outright and if they do investigate the code, they will probably whitelist the library, but I wouldn't recommend using these things on your main steam accounts since VAC might get trigger happy.
                  Windows software (FRAPS) works in the similar way but it's bit more intrusive (it directly modifies the content to display fps on screen). This is why fraps triggers every anticheat, but most of them (if not all) do signature compare and whitelist.

                  Most cheats (ESPs) works in a manner very similar to what FRAPS does, they just dig a bit deeper to parse gl calls or they hook right into the game and use virtual functions directly.

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                  • #10
                    What happens when you try this with the Radeon driver? Does it simply not work and crash out, does it not try to run it at all? Or does it attempt to run it, but with visual corruption due to the lack of required OpenGL compliance?

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