Less Bunnymarks, more features

Yesterday, I was speaking with some friends about latest state-of-the-art WebGL game engines (and/or renderers).

It is not long ago since I saw people mesmerized by pushing 1000 sprites to the screen. Of course that was using Javascript, and a few years back. Nowadays, we can see 40K sprites, or bunnies, pushed to the screen in a 2013 MBAir at steady 60fps. IMO, we are pushing the envelope, if not in the wrong direction, in a not too fair one.

Let me explain. The bunnymark test, which has been seen as a reference for WebGL performance in some 2D engines (even on mines) showcases an ideal scenario. It is no more than a shiny marketing ad where conditions are truly unreal. This is the scenario where just one texture, one shader and gpu-calculated matrices are being showcased as an engine’s performance while it is indeed a bare-bones test which just measures you gpu’s Buffer sub-data speed.

Don’t take me wrong, this is not a rant. I have nothing against Pixy. I believe it is actually the the-facto standard for fast 2D WebGL-backed graphics for the web. A reference for many of us. Brilliant work. Bonus by the fact that the @Goodboy guys are awesome.

Almost 4 years ago I wrote a post on how to make 2D WebGL faster. Even today, there’s little I’d add on top of that post, except for buffer pinpointing, multi-texturing, triangles vs quads and probably use of bufferData instead of bufferSubData. With these ‘old’ guidelines, this is the result of a Bunnymark test on my current daily job:
CocosJSBunnymark (original viewport 800x600)
Original viewport is 800×600 pixels and yes, the sprites are tinted on-the-fly while translate and rotate.

Is the result good or bad … ?. IMO It is meaningless.

I can’t avoid to have the same sentiment: ‘hey, 100k bunnies @60fps on the screen’ === ‘ideal scenario like a pure marketing campaign’.
We are lucky enough to be in a moment where rendering is not our game bottleneck (at least on desktops).

I’d love to see more production tools, and less rendering wars. And this, I think, would be a good engine performance measure: how fast I can deliver working with it.

So next time someone asks me ‘can you do 100k bunnies/sec @60fps ?‘ I’d say: YES, of course (if the conditions are ideal). And if not, I could always use Pixy 🙂

Advertisements

One thought on “Less Bunnymarks, more features”

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s