New in Version 1.2: Scoring system re-balanced to avoid bias towards cpu-bound scenarios. Fixes for issues relating to shadow map generation, etc.
VendettaMark™ 2018 is a cross-platform benchmark, based around the game assets and custom engine of the long-running space MMORPG Vendetta Online.
The threaded renderer and rigorous benchmark makes every effort to replicate the actual types of gameplay loads incurred from running a heavy session of Vendetta Online, including intensive threaded physics simulations, sound, even I/O testing (an important component of texture and asset streaming).
VendettaMark™ then delivers the same unified suite of comparable benchmark tests across the following platforms and graphics APIs:
Windows (x86-64, DirectX 11)
MacOS X (x86-64, OpenGL)
Linux (x86-64, OpenGL)
Android (ARM64, OpenGL ES 3.0)
iOS (ARM64, OpenGL ES 3.0)
All versions utilize the same basic rendering architecture and identical shaders, implemented as closely as possible within the respective graphics APIs. All versions output graphically to an off-screen buffer that is re-scaled and flipped back to the main display for visual verification.
This also means the benchmark only runs at fixed, pre-determined resolutions, of 1080p and 4K UHD (2160p), both of which are tested during the benchmark process (output is rendered to full 1080p and 4K, but will be re-scaled to the display resolution when shown on-screen). Testing at fixed resolutions is intended to improve the comparability of different devices and systems across multiple architectures. Similarly, it removes the "screen resolution" from impacting mobile results, and we consider it the most relevant cross-platform testing choice.
VendettaMark 2018 is a fixed-timestep benchmark, meaning that all hardware will render the same number of frames, but the length of time to render each frame is measured and accumulated to determine the "score".
The website offers zoomable graphs of your benchmark run, if you choose to submit your data. From this, you can then see the individual frame-times graphed in milliseconds per frame, along with other information. This is intended to enable many interesting performance tuning and debugging possibilites, like correlating a sudden drop in performance with an increase in CPU or GPU temperature. We intend to expand on the available feature-set as time goes on.