The 2017 Benchmark Suite

For our review, we are implementing our fresh CPU testing benchmark suite, using new scripts developed specifically for this testing. This means that with a fresh OS install, we can configure the OS to be more consistent, install the new benchmarks, maintain version consistency without random updates and start running the tests in under 5 minutes. After that it's a one button press to start an 8-10hr test (with a high-performance core) with nearly 100 relevant data points in the benchmarks given below for CPUs, followed by our CPU gaming tests which run for 4-5 hours for each of the GPUs used. The CPU tests cover a wide range of segments, some of which will be familiar but some of the tests are new to benchmarking in general, but still highly relevant for the markets they come from.

Our new CPU tests go through six main areas. We cover the Web (we've got an un-updateable version of Chrome 56), general system tests (opening tricky PDFs, emulation, brain simulation, AI, 2D image to 3D model conversion), rendering (ray tracing, modeling), encoding (compression, AES, h264 and HEVC), office based tests (PCMark and others), and our legacy tests, throwbacks from another generation of bad code but interesting to compare.

All of our benchmark results can also be found in our benchmark engine, Bench.

A side note on OS preparation. As we're using Windows 10, there's a large opportunity for something to come in and disrupt our testing. So our default strategy is multiple: disable the ability to update as much as possible, disable Windows Defender, uninstall OneDrive, disable Cortana as much as possible, implement the high performance mode in the power options, and disable the internal platform clock which can drift away from being accurate if the base frequency drifts (and thus the timing ends up inaccurate).

Web Tests on Chrome 56

Sunspider 1.0.2
Mozilla Kraken 1.1
Google Octane 2.0
WebXPRT15

System Tests

PDF Opening
FCAT
3DPM v2.1
Dolphin v5.0
DigiCortex v1.20
Agisoft PhotoScan v1.0

Rendering Tests

Corona 1.3
Blender 2.78
LuxMark v3.1 CPU C++
LuxMark v3.1 CPU OpenCL
POV-Ray 3.7.1b4
Cinebench R15 ST
Cinebench R15 MT

Encoding Tests

7-Zip 9.2
WinRAR 5.40
AES Encoding (TrueCrypt 7.2)
HandBrake v1.0.2 x264 LQ
HandBrake v1.0.2 x264-HQ
HandBrake v1.0.2 HEVC-4K

Office / Professional

PCMark8
Chromium Compile (v56)

Legacy Tests

3DPM v1 ST / MT
x264 HD 3 Pass 1, Pass 2
Cinebench R11.5 ST / MT
Cinebench R10 ST / MT

CPU Gaming Tests

For our new set of GPU tests, we wanted to think big. There are a lot of users in the ecosystem that prioritize gaming above all else, especially when it comes to choosing the correct CPU. If there's a chance to save $50 and get a better graphics card for no loss in performance, then this is the route that gamers would prefer to tread. The angle here though is tough - lots of games have different requirements and cause different stresses on a system, with various graphics cards having different reactions to the code flow of a game. Then users also have different resolutions and different perceptions of what feels 'normal'. This all amounts to more degrees of freedom than we could hope to test in a lifetime, only for the data to become irrelevant in a few months when a new game or new GPU comes into the mix. Just for good measure, let us add in DirectX 12 titles that make it easier to use more CPU cores in a game to enhance fidelity.

Our original list of nine games planned in February quickly became six, due to the lack of professional-grade controls on Ubisoft titles. If you want to see For Honor, Steep or Ghost Recon: Wildlands benchmarked on AnandTech, please point Ubisoft Annecy or Ubisoft Montreal in my direction. While these games have in-game benchmarks worth using, unfortunately they do not provide enough frame-by-frame detail to the end user, despite using it internally to produce the data the user eventually sees (and it typically ends up obfuscated by another layer as well). I would instead perhaps choose to automate these benchmarks via inputs, however the extremely variable loading time is a strong barrier to this.

So we have the following benchmarks as part of our 4/2 script, automated to the point of a one-button run and out pops the results four hours later, per GPU. Also listed are the resolutions and settings used.

  • Civilization 6 (1080p Ultra, 4K Ultra)
  • Ashes of the Singularity: Escalation* (1080p Extreme, 4K Extreme)
  • Shadow of Mordor (1080p Ultra, 4K Ultra)
  • Rise of the Tomb Raider #1 - GeoValley (1080p High, 4K Medium)
  • Rise of the Tomb Raider #2 - Prophets (1080p High, 4K Medium)
  • Rise of the Tomb Raider #3 - Mountain (1080p High, 4K Medium)
  • Rocket League (1080p Ultra, 4K Ultra)
  • Grand Theft Auto V (1080p Very High, 4K High)

For each of the GPUs in our testing, these games (at each resolution/setting combination) are run four times each, with outliers discarded. Average frame rates, 99th percentiles and 'Time Under x FPS' data is sorted, and the raw data is archived.

The four GPUs we've managed to obtain for these tests are:

  • MSI GTX 1080 Gaming X 8G
  • ASUS GTX 1060 Strix 6G
  • Sapphire Nitro R9 Fury 4GB
  • Sapphire Nitro RX 480 8GB

In our testing script, we save a couple of special things for the GTX 1080 here. The following tests are also added:

  • Civilization 6 (8K Ultra, 16K Lowest)

This benchmark, with a little coercion, are able to be run beyond the specifications of the monitor being used, allowing for 'future' testing of GPUs at 8K and 16K with some amusing results. We are only running these tests on the GTX 1080, because there's no point watching a slideshow more than once.

Test Bed and Setup Benchmarking Performance: CPU System Tests
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  • peevee - Friday, August 18, 2017 - link

    Of course. Work CPUs must be tested at work. Kiddies are fine with i3s.
  • Ian Cutress - Sunday, August 20, 2017 - link

    https://myhacker.net hacking news hacking tutorials hacking ebooks
  • IGTrading - Thursday, August 17, 2017 - link

    It would be nice and very useful to post some power consumption results at the platform level, if we're doing "extra" additional testing.

    It is very important since we're paying for the motherboard just as much as we pay for a Ryzen 5 or even Ryzen 7 processor.

    And it will correctly compare the TCO of the X399 platform with the TCO of X299.
  • jordanclock - Thursday, August 17, 2017 - link

    So it looks like AMD should have gone with just disabling SMT for Game Mode. There are way more benefits and it is easier to understand the implications. I haven't seen similar comparisons for Intel in a while, perhaps that can be exploration for Skylake-X as well?
  • HStewart - Thursday, August 17, 2017 - link

    I would think disable SMT would be better, but the reason maybe in designed of link between the two 8 Core dies on chip.
  • GruenSein - Thursday, August 17, 2017 - link

    I'd really love to see a frame time probability distribution (Frame time on x-axis, rate of occurrence on y-axis). Especially in cases with very unlikely frames below a 60Hz rate, the difference between TR and TR-GM/1800X seem most apparent. Without the distribution, we will never know if we are seeing the same distribution but slightly shifted towards lower frame rates as the slopes of the distribution might be steep. However, those frames with frame times above a 60Hz rate might be real stutters down to a 30Hz rate but they might just as well be frames at a 59,7Hz rate. I realize why this threshold was selected but every threshold is quite arbitrary.
  • MrSpadge - Thursday, August 17, 2017 - link

    Does AMD comment on the update? What's their reason for choosing 8C/16T over 16C/16T?

    > One could postulate that Windows could do something similar with the equivalent of hyperthreads.

    They're actually already doing that. Loading 50% of all threads on an SMT machine will result in ~50% average load on every logical core, i.e. all physical cores are only working on 1 thread at a time.

    I know mathematically other schedulings are possible, leading to the same result - but by now I think it's common knowledge that the default Win scheduler works like that. Hence most lightly threaded software is indifferent to SMT. Except games.
  • NetMage - Sunday, August 20, 2017 - link

    Then why did SMT mode show differences from Creator mode in the original review?
  • Dribble - Thursday, August 17, 2017 - link

    No one is ever going to run game mode - why buy a really expensive chip and then disable half of it, especially as you have to reboot to do it? It's only use is to make threadripper look slightly better in reviews. Imo it would be more honest as a reviewer to just run it in creator mode all the time.
  • jordanclock - Thursday, August 17, 2017 - link

    The point is compatibility, as mentioned in the article multiple times. AMD is offering this as an option for applications (mainly games) that do not run correctly, if at all, on >16 core CPUs.

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