CPU Benchmark Performance: Encoding and Compression

One of the interesting elements on modern processors is encoding performance. This covers two main areas: encryption/decryption for secure data transfer, and video transcoding from one video format to another.

In the encrypt/decrypt scenario, how data is transferred and by what mechanism is pertinent to on-the-fly encryption of sensitive data - a process by which more modern devices are leaning to for software security.

Video transcoding as a tool to adjust the quality, file size and resolution of a video file has boomed in recent years, such as providing the optimum video for devices before consumption, or for game streamers who are wanting to upload the output from their video camera in real-time. As we move into live 3D video, this task will only get more strenuous, and it turns out that the performance of certain algorithms is a function of the input/output of the content.

We are using DDR4 memory at the following settings:

  • DDR4-3200

Encoding

(5-1a) Handbrake 1.3.2, 1080p30 H264 to 480p Discord

(5-1b) Handbrake 1.3.2, 1080p30 H264 to 720p YouTube

(5-1c) Handbrake 1.3.2, 1080p30 H264 to 4K60 HEVC

(5-2a) 7-Zip 1900 Compression

(5-2b) 7-Zip 1900 Decompression

(5-2c) 7-Zip 1900 Combined Score

(5-3) AES Encoding

(5-4) WinRAR 5.90 Test, 3477 files, 1.96 GB

CPU Benchmark Performance: Simulation And Rendering CPU Benchmark Performance: Legacy and Web
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  • Stuka87 - Thursday, June 30, 2022 - link

    Its not you, there is two full sets of them.
  • Gavin Bonshor - Thursday, June 30, 2022 - link

    Thank you, fixed 😊
  • RBeen - Thursday, June 30, 2022 - link

    Also does wonders for Planetside 2. I'm getting almost double the FPS from a 3600X
  • brucethemoose - Friday, July 1, 2022 - link

    Ah, the other game I wanted to see!

    Unsurprising, and it definitely needs all the CPU it can get.
  • bunkle - Saturday, July 2, 2022 - link

    Nailed it. That's the biggest problem with all the games tested these days, they are single player games where CPU performance matters very little IMO.

    Games that are heavily CPU bottlenecked tend to be online FPS games with large player counts (~100) and lots entities to simulate such as Plantside 2 you mentioned and many Unreal Engine 4 titles: Hell Let Loose, Squad, Post Scriptum, Beyond the Wire, Holdfast Nations at War, Rising Storm 2: Vietnam, Squad, PUBG etc. to name but a few.

    The problem is that it's very hard to reliably benchmark these games where it matters: in online gameplay without developer support. It's also where gaming has stagnated for the last 10-15 years. We have these amazing openworld maps that are completely barren with nothing happening in them and stuck with a limited number of players.

    I realise that this isn't directly related to CPU performance and is also a software engineering challenge simulating world across multiple cores etc. but being able to showcase new CPUs and associated performance in these titles would probably help a lot with CPU marketing and would probably drive further innovation. Just look at UE5, theirs no mention of it's online capability or what new gameplay it enables, just more eye candy.
  • MadAd - Sunday, July 3, 2022 - link

    Agreed, in an shooter like Planetside 2 the closer things like resist tables and default texture maps can be to the CPU the more fps can be gained on the graphic side. Having easily 200-300 players in a single fight over a base along with tanks, quads, troop transports and aircraft flying around you need the best single core processor you can get, which is why I switched to AMD with the 5 series and having more 3D cache just sweetens that pot.
  • Slash3 - Thursday, June 30, 2022 - link

    On page 5, it states memory used is DDR4-3200 CL40. I assume that's a typo, and that the usual JEDEC 3200 CL22 kit was used?
  • Slash3 - Thursday, June 30, 2022 - link

    Also, "insert analysis" at the bottom of page 7, and "DDR4-43200" at the top of page 8. ;)

    Glad to see the review up!
  • Gavin Bonshor - Thursday, June 30, 2022 - link

    You are correct, was just a typo
  • DevBuildPlay - Thursday, June 30, 2022 - link

    Great article! I would love to see a similar article on the 3D cache differences on Epic under DB and other server workloads.

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