Zhaoxin IGP OpenGL performance

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0 comments, last by Geri 4 months, 3 weeks ago

I recently made a review about the Zhaoxin KX-5000 series and from its IGP.

https://www.publish0x.com/geri/zhaoxin-kx-5000-test-xrxgkxz

What i haven't included in the test, is my usual OpenGL draw call benchmark, which i have used to benchmark various cards earlyer ( https://www.gamedev.net/forums/topic/713344-opengl-draw-call-test/​ in this topic, the numbers can be found, but now the thread is locked due to old age, so i had to create this one ).

The results are here:

Vendor: Shanghai Zhaoxin Semiconductor Co., Ltd

GPU: CHX001 Series

Version: 3.2 37.00.32

Raw glVertex3f performance - tiny polygon count (OpenGL 1.0):

1k polygons at 60 fps max

(74615 poly/sec)

(74615 pairs/sec when each glBein/glEnd pair contains one triangles)

Raw glVertex3f performance - small polygon count (OpenGL 1.0):

3k polygons at 60 fps max

(231928 poly/sec)

(19327 pairs/sec when each glBein/glEnd pair contains 12 triangles)

Raw glVertex3f performance - medium polygon count (OpenGL 1.0):

80k polygons at 60 fps max

(4830917 poly/sec)

(16103 pairs/sec when each glBein/glEnd pair contains 300 triangles)

glCallList performance - small polygon count (OpenGL 1.0):

1201k polygons at 60 fps max

(72083465 poly/sec)

(600695 call/sec when each call emits 120 poly)

glCallList performance - medium polygon count (OpenGL 1.0):

1214k polygons at 60 fps max

(72859744 poly/sec)

(24286 call/sec when each call emits 3000 poly)

glCallList performance - high polygon count (OpenGL 1.0):

1454k polygons at 60 fps max

(87255021 poly/sec)

(2130 call/sec when each call emits 40960 poly)

glCallList performance - large polygon count (OpenGL 1.0):

1241k polygons at 60 fps max

(74472727 poly/sec)

(284 call/sec when each call emits 262144 poly)

Combined glVertex3f+glTexCoord+glColor performance - tiny polygon count (OpenGL

1.0):

1k polygons at 60 fps max

(83584 poly/sec)

(83584 ninelets/sec)

Combined glVertex3f+glTexCoord+glColor performance - small polygon count (OpenGL

1.0):

4k polygons at 60 fps max

(241060 poly/sec)

(20088 pairs/sec, where each glBein/glEnd pair contains 12 triangles)

Combined glVertex3f+glTexCoord+glColor performance - medium polygon count (OpenG

L 1.0):

14k polygons at 60 fps max

(845546 poly/sec)

(2818 pairs/sec, where each glBein/glEnd pair contains 300 triangles)

Raw glDrawArrays performance - tiny polygon count (OpenGL 1.1):

15k polygon at 60 fps max

(918660 polygon/sec)

(76555 call/sec when each call emits 12 poly)

Raw glDrawArrays performance - small polygon count (OpenGL 1.1):

832k polygon at 60 fps max

(49934725 polygon/sec)

(55483 call/sec when each call emits 900 poly)

Raw glDrawArrays performance - medium polygon count (OpenGL 1.1):

840k polygon at 60 fps max

(50415754 polygon/sec)

(4102 call/sec when each call emits 12288 poly)

Vertex Buffer Object pipeline - tiny polygon count (OpenGL 1.5/2.0+):

16k polygon at 60 fps max

(1002925 polygon/sec)

(83577 call/sec when each call emits 12 poly)

Vertex Buffer Object pipeline - small polygon count (OpenGL 1.5/2.0+):

1009k polygon at 60 fps max

(60596344 polygon/sec)

(67329 call/sec when each call emits 900 poly)

Vertex Buffer Object pipeline - medium polygon count (OpenGL 1.5/2.0+):

1428k polygon at 60 fps max

(85701760 polygon/sec)

(6974 call/sec when each call emits 12288 poly)

Vertex Buffer Object pipeline - large polygon count (OpenGL 1.5/2.0+):

3236k polygon at 60 fps max

(194195270 polygon/sec)

(987 call/sec when each call emits 196608 poly)

The DX11 performance of the Zhaoxin KX-5000 IGP is surprisingly decent, but the OpenGL driver nose dives more than it should, if draw calls with small polygon count are being shoveled into it.

For example, when rendering small polygon count objects, even the Riva TNT 1 performs better than the Zhaoxin. At least a couple hunreds of polygons has to be rendered by each draw call to have the GPU in motion.

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