Basemark GPU 1.1 benchmark adds support for the DirectX 12 API

The world can always use more free, quick-to-run, cross-platform benchmarks for the latest methods in graphics programming, and Basemark is improving its benchmark utility for those who want a repeatable, common frame of reference for graphics performance across devices. Basemark GPU 1.1 adds support for the DirectX 12 API, as well as a cleaner launcher, Flatpak distribution for Linux users, and other minor fixes.

Basemark GPU uses the company's own Rocksolid engine to render its test run. Rocksolid supports a range of modern techniques like physically-based rendering, high-dynamic-range tone mapping, tiled forward rendering, dynamic ambient occlusion, screen space volumetric light scattering, and more. Basemark says it plans to add ray-tracing support (presumably by way of DirectX Raytracing, Nvidia's proposed VKRay extension, or both), Vulkan 1.1 support, and Metal support for iOS devices in future releases.

The official benchmark runs at 4K on the desktop in what Basemark calls its "high-quality" mode and 1920×1080 on mobile devices in a lower quality mode. Along with DirectX 12 support, Basemark GPU supports Vulkan and OpenGL 4.5 on the desktop or Vulkan and OpenGL ES on mobile devices.

I gave Basemark GPU 1.1 a spin on my gaming laptop yesterday, and aside from a rather heavy 3-GB download, the benchmark is simple to run and can be tuned to taste with a wide variety of custom settings. The only missing option that graphics-card stress testers might want is an option to loop the benchmark rather than performing a one-and-done run, but for the low, low price of nothing, it's hard to complain too much. If you'd like to give Basemark GPU 1.1 a try, the benchmark is available now from the company's website.

Comments closed
    • thedosbox
    • 1 year ago

    Worth noting the free version has a “forced result submit”, and won’t run if it can’t connect to basemark’s servers.

      • cygnus1
      • 1 year ago

      That is very worth pointing out. Thanks for that.

    • Krogoth
    • 1 year ago

    In b4 NVGREEDIA tries to cram RTX mode into everything.

      • Spunjji
      • 1 year ago

      Why do we care? Still more demonstrations of its humiliatingly low performance on their first-gen hardware will be mightily welcome. Maybe they’ll learn something…

        • Voldenuit
        • 1 year ago

        I’m sure at least some of the fault lies with DiCE and their coding, although nvidia has essentially flopped the RTX launch due to a succession of catastrophes (base performance, RTX performance, failing cards, Windows 1809 delay, high prices, BF V performance, game support).

        A lot of gamers who were ripe for an upgrade ended up buying Pascal cards instead, which means they probably won’t be buying an RTX card this gen.

        I’m curious to see how much performance was left on the table at launch as DiCE gets around to optimizing their engine, but the groundswell of installed base and developer support nvidia was counting on is probably not going to happen this generation.

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