GPU benchmarking on the smartphone side of things is continuing to heat up, and today RightWare, maker of both BrowserMark and the very popular Basemark ES 2.0 (which are regular fixations in our smartphone reviews), has announced its OpenGL ES Halti benchmark, named Basemark Halti. Basemark Halti is slated to launch in 2012 for testing OpenGL ES Halti on devices coming in the near future. 

Basemark Halti consists of two primary benchmarking scenes, much the same way that Basemark ES 2.0 had two scenes (Taiji and Hoverjet), this time around they're named Rush and Car Race. The two tests will have triangle counts at around 100,000 triangles per frame, and be rendered front to back where possible.

Rush consists of an action scene on a city rooftop and aims to approximate PC-quality game rendering. Character animation with skinning and bones, dynamic shadows and reflections, per pixel lighting with 3 point lights, depth of field, light bloom, and SSAO are all featured in Rush.

The second test, per its name, includes a car racing around a track and effects common to racing games. General rendering features are similar to the main test, but doesn't include animated characters like the first one. Instead, features like volumetric light cones from car headlights, image displacement to simulate heat effects, motion blur, and dynamically added skid marks are graphical features in Car Race.

RightWare and Basemark Halti will be ready to run on devices as soon as OpenGL ES Halti swings around in 2012, and will no doubt be a fixation in our reviews when that happens.

Source: RightWare

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  • KalleSverige - Wednesday, December 14, 2011 - link

    Damn. That car looks gooood!!! Reply
  • aguilpa1 - Thursday, December 15, 2011 - link

    Meh, nothing to write home about in comparison to lets say Nvidia's garage demo renders but for a smartphone bench not bad. Reply
  • Denithor - Wednesday, December 14, 2011 - link

    Really?

    I think you meant to use the term 'fixture' in both cases. Much better fit.

    :)
    Reply
  • ltcommanderdata - Thursday, December 15, 2011 - link

    Would be nice to know what OpenGL ES 3.0 adds over OpenGL ES 2.0. I don't believe it's been publicly disclosed yet. OpenGL ES 2.0 seems to be DX9.0 SM2.0 class, so is OpenGL ES 3.0 DX9.0c SM3.0 class or perhaps even DX10 SM4.0 class? Reply
  • R3MF - Thursday, December 15, 2011 - link

    How much functionality does OpenGL ES 3.0 absorb from its bigger brother, now up to v4.2 for OpenGL?

    Tesselation?
    Compute shaders?
    Geometry shaders?

    Which mobile GPU architectures will be able to support this, i ask as vendors like PovwerVR already use unified shaders, while i'm sure Rogue will support Halti (6 series) I wonder whether the 544MP series won't too?
    Reply
  • fashionbook - Tuesday, December 20, 2011 - link

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