CPU Performance: Web and Legacy Tests

While more the focus of low-end and small form factor systems, web-based benchmarks are notoriously difficult to standardize. Modern web browsers are frequently updated, with no recourse to disable those updates, and as such there is difficulty in keeping a common platform. The fast paced nature of browser development means that version numbers (and performance) can change from week to week. Despite this, web tests are often a good measure of user experience: a lot of what most office work is today revolves around web applications, particularly email and office apps, but also interfaces and development environments. Our web tests include some of the industry standard tests, as well as a few popular but older tests.

We have also included our legacy benchmarks in this section, representing a stack of older code for popular benchmarks.

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

WebXPRT 3: Modern Real-World Web Tasks, including AI

The company behind the XPRT test suites, Principled Technologies, has recently released the latest web-test, and rather than attach a year to the name have just called it ‘3’. This latest test (as we started the suite) has built upon and developed the ethos of previous tests: user interaction, office compute, graph generation, list sorting, HTML5, image manipulation, and even goes as far as some AI testing.

For our benchmark, we run the standard test which goes through the benchmark list seven times and provides a final result. We run this standard test four times, and take an average.

Users can access the WebXPRT test at http://principledtechnologies.com/benchmarkxprt/webxprt/

WebXPRT 3 (2018)

WebXPRT 2015: HTML5 and Javascript Web UX Testing

The older version of WebXPRT is the 2015 edition, which focuses on a slightly different set of web technologies and frameworks that are in use today. This is still a relevant test, especially for users interacting with not-the-latest web applications in the market, of which there are a lot. Web framework development is often very quick but with high turnover, meaning that frameworks are quickly developed, built-upon, used, and then developers move on to the next, and adjusting an application to a new framework is a difficult arduous task, especially with rapid development cycles. This leaves a lot of applications as ‘fixed-in-time’, and relevant to user experience for many years.

Similar to WebXPRT3, the main benchmark is a sectional run repeated seven times, with a final score. We repeat the whole thing four times, and average those final scores.

WebXPRT15

Speedometer 2: JavaScript Frameworks

Our newest web test is Speedometer 2, which is a accrued test over a series of javascript frameworks to do three simple things: built a list, enable each item in the list, and remove the list. All the frameworks implement the same visual cues, but obviously apply them from different coding angles.

Our test goes through the list of frameworks, and produces a final score indicative of ‘rpm’, one of the benchmarks internal metrics. We report this final score.

Speedometer 2

Google Octane 2.0: Core Web Compute

A popular web test for several years, but now no longer being updated, is Octane, developed by Google. Version 2.0 of the test performs the best part of two-dozen compute related tasks, such as regular expressions, cryptography, ray tracing, emulation, and Navier-Stokes physics calculations.

The test gives each sub-test a score and produces a geometric mean of the set as a final result. We run the full benchmark four times, and average the final results.

Google Octane 2.0

Mozilla Kraken 1.1: Core Web Compute

Even older than Octane is Kraken, this time developed by Mozilla. This is an older test that does similar computational mechanics, such as audio processing or image filtering. Kraken seems to produce a highly variable result depending on the browser version, as it is a test that is keenly optimized for.

The main benchmark runs through each of the sub-tests ten times and produces an average time to completion for each loop, given in milliseconds. We run the full benchmark four times and take an average of the time taken.

Mozilla Kraken 1.1

3DPM v1: Naïve Code Variant of 3DPM v2.1

The first legacy test in the suite is the first version of our 3DPM benchmark. This is the ultimate naïve version of the code, as if it was written by scientist with no knowledge of how computer hardware, compilers, or optimization works (which in fact, it was at the start). This represents a large body of scientific simulation out in the wild, where getting the answer is more important than it being fast (getting a result in 4 days is acceptable if it’s correct, rather than sending someone away for a year to learn to code and getting the result in 5 minutes).

In this version, the only real optimization was in the compiler flags (-O2, -fp:fast), compiling it in release mode, and enabling OpenMP in the main compute loops. The loops were not configured for function size, and one of the key slowdowns is false sharing in the cache. It also has long dependency chains based on the random number generation, which leads to relatively poor performance on specific compute microarchitectures.

3DPM v1 can be downloaded with our 3DPM v2 code here: 3DPMv2.1.rar (13.0 MB)

3DPM v1 Single Threaded3DPM v1 Multi-Threaded

x264 HD 3.0: Older Transcode Test

This transcoding test is super old, and was used by Anand back in the day of Pentium 4 and Athlon II processors. Here a standardized 720p video is transcoded with a two-pass conversion, with the benchmark showing the frames-per-second of each pass. This benchmark is single-threaded, and between some micro-architectures we seem to actually hit an instructions-per-clock wall.

x264 HD 3.0 Pass 1x264 HD 3.0 Pass 2

CPU Performance: Encoding Tests Gaming: World of Tanks enCore
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  • MxClood - Saturday, May 18, 2019 - link

    In most test here it's around 100% or more increase in perf, i don't see where it's 40%.

    Also when you increase the graphics/resolution in gaming, the FPS are the same because the GPU becomes the bottleneck of FPS. You could put any futuristic cpu, the fps would be the same.
    So why is it an argument about disappointing/abysmal performance.
  • Beaver M. - Wednesday, May 22, 2019 - link

    After so many decades being wrong you guys still claim CPU power doesnt matter much in games.
    Youre wrong. Again. Common bottleneck today in games is the CPU, especially because the GPU advancement has been very slow.
  • Spunjji - Wednesday, May 22, 2019 - link

    GPU advancement slowing down *makes the CPU less relevant, not more*. The CPU is only relevant to performance when it can't meet the bare minimum requirements to serve the GPU fast enough. If the GPU is your limit, no amount of CPU power increase will help.
  • LoneWolf15 - Friday, May 17, 2019 - link

    Is it abysmal because of the CPU though, or because of the software?

    Lots of software isn't written to take advantage of more than four cores tops, aside from the heavy hitters, and to an extent, we've hit a celing with clock speeds for awhile, with 5GHz being (not exactly, but a fair representation of) the ceiling.
    AMD has caught up in a big way, and for server apps and rendering, it's an awesome value and a great CPU. Even with that, it still doesn't match up with a 9700K in games, all other things being equal, unless a game is dependent on GPU alone.
    I think most mainstream software isn't optimized beyond a certain point for any of our current great CPUs, largely because until recently, CPU development and growth has stagnated. I'm really hoping real competition drives improved software.
    Note also that it hasn't been like the 90s in some time, where we were doubling CPU performance every 16 months. Some of that is because there's too many limitations to achieving that doubling, both software and hardware.

    I'm finding considerable speed boosts over my i7-4790K that was running at 4.4GHz (going to an i9-9900K running constantly at 4.7GHz on all cores) in regular apps and gaming (at 1900x1200 with two GTX 1070 cards in SLI), and I got a deal on the CPU, so I'm perfectly happy with my first mainboard/CPU upgrade in five years (my first board was a 386DX back in `93).
  • peevee - Tuesday, May 14, 2019 - link

    Same here. i7-2600k from may 2011, with the same OCZ Vertex 3.
    8 years, twice the cores, not even twice the performance in real world. Just essentially overclocked to the max from the factory.

    Remember when real life performance more than doubled every 2 years? On the same 1 core, in all apps, not just heavily multithreaded? Good thing AMD at least forced Intel go from 4 to 6 to 8 in 2 years. Now they need to double their memory controllers, it's the same 128 bits since what, Pentium Pro?
  • Mr Perfect - Friday, May 10, 2019 - link

    Same here. Over the years I've stuffed it full of RAM and SSD and been pleased with the performance. I'm thinking it's time for it to go though.

    In 2016 I put a 1060 in the machine and was mildly disappointed in the random framerate drops in games (at 1200p). Assuming it was the GPU's fault, I upgraded further in 2018 to a 1070 Ti some bitcoin miner was selling for cheap when the market crashed. The average framerates went up, but all of the lows are just as low as they ever where. So either Fallout 4 runs like absolute garbage in certain areas, or the CPU was choking up both GPUs.

    When something that isn't PCIe 3 comes out I suppose I can try again and see.
  • ImOnMy116 - Friday, May 10, 2019 - link

    For whatever it's worth, in my experience Fallout 4 (and Skyrim/Skyrim SE/maybe all Bethesda titles) are poorly optimized. It seems their engine is highly dependent on IPC, but even in spite of running an overclocked 6700K/1080 Ti, I get frame drops in certain parts of the map. I think it's likely at least partially dependent on where your character is facing at any given point in time. There can be long draw distances or lots of NPCs near by taxing the CPU (i.e. Diamond City).
  • Mr Perfect - Friday, May 10, 2019 - link

    Yeah, that makes sense. F4's drops are definitely depended on location and where the character is facing for me too.

    The country side, building interiors and winding city streets you can't see very far down are just fine. Even Diamond City is okay. It's when I stand at an intersection of one of the roads that runs arrow straight through Boston or get up on rooftops with a view over the city that rates die. If the engine wants pure CPU grunt for that, then the 2600 just isn't up to it.

    Strangely, Skyrim SE has been fine. The world is pretty sparse compared to F4 though.
  • Vayra - Monday, May 13, 2019 - link

    Fallout 4 is simply a game of asset overload. That happens especially in the urban areas. It shows us that the engine is past expiry date and unable to keep up to the game's demands of this time. The game needs all those assets to at least look somewhat bearable. And its not efficient about it at all; a big part of all those little items also need to be fully interactive objects.

    So its not 'strange' at all, really. More objects = more cpu load and none of them can be 'cooked' beforehand. They are literally placed in the world as you move around in it.
  • Vayra - Monday, May 13, 2019 - link

    This is also part of the reason why the engine has trouble with anything over 60 fps, and why you can sometimes see objects falling from the sky as you zone in.

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