Back in the day Epic released the Unreal Tournaments 2003 demo, several months before the game went gold.
On this demo where two benchmarks: flythrough and botmatch. Both taxed the system in diffrent ways. Botmatch was allegedly more CPU bound; flythrough more GPU bound.
Anyway the point being that most of the big tech sites started using this demo for their review benchmarks. (Toms Hardware, HardOCP etc....)
This gave the game tons of exposure.
Perhaps something like this could be done with UrT HD
At the moment none of the UE4 games have been adopted for benchmarking. since many are still in alpha stage.
A good example is Bioshock infinite UE3 engine. Is still bieng used for benchmarking by many sites.
Bare in mind that the future of gaming is going to be low level API like Vulkan and directX 12. Things which UE4 claims to have. (maybe ready in UE4 4.11)
I think it would be a great moment to try a fill that need for a next gen benchmark and get tons of exposure.
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Benchmark
#4
Posted 11 March 2016 - 10:53 PM
Frankie V, on 11 March 2016 - 02:10 PM, said:
There is a benchmark game...sort of.
Unreal Tournament 4 is to HD as Quake3 is to UrT 4.3.
Unreal Tournament 4 is to HD as Quake3 is to UrT 4.3.
I suspect that the benchmarking tools have not been implemented in UE4 engine or UT4. By tools I mean demo record and timedemo (or whatever epic calls them)
I really think that epic is leaving it up to the each game studio to figure out.
Besides, nobody (tech sites), have started using any UE4 game to benchmark as of yet, despite the huge list of games currently in development.
This post has been edited by bluewormx: 11 March 2016 - 10:54 PM
#5
Posted 13 March 2016 - 07:33 PM
bluewormx, on 11 March 2016 - 10:53 PM, said:
I suspect that the benchmarking tools have not been implemented in UE4 engine or UT4. By tools I mean demo record and timedemo (or whatever epic calls them)
I really think that epic is leaving it up to the each game studio to figure out.
Besides, nobody (tech sites), have started using any UE4 game to benchmark as of yet, despite the huge list of games currently in development.
I really think that epic is leaving it up to the each game studio to figure out.
Besides, nobody (tech sites), have started using any UE4 game to benchmark as of yet, despite the huge list of games currently in development.
Ah OK
Yea UE4 has a lot of built in tools to benchmark and test game performance and the big one is you can record a profile, timedemo supersized, and play it back and tell whats going on with and from dozens of more meaningful numbers as the kinds of numbers as a benchmark is of little use in today's more modern game engines.
Benchmarking on bulk numbers have little or no meaning as in FPS is not what it use to mean considering UE4 only outputs whats needed. Player animations for example is hardware rendered so at 30 FPS in equals 30 FPS out so having the fast car on the block is not as important as having a pickup truck to haul a ton of stuff around.
The big number these days is the number of draw calls that will load down the hardware bandwidth, overload the pickup truck so to speak, and the butter zone is between 1500 and 2000.
doing "stuff" with dead things.
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