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WT-4066, The Making of Turbulenz’ Polycraft WebGL Benchmark, by Ian Ballantyne
1. The Making of Turbulenz’
WebGL Benchmark
Ian Ballantyne, Turbulenz
@ianballantyne
(Printer Friendly Version)
2. About Turbulenz
HTML5 Game Development
● Gaming Platform
(turbulenz.com)
● Publishing Platform
(hub.turbulenz.com)
● Game Engine
(github.com/turbulenz/turbulenz_engine)
● Game Studio
(wonderstruckgames.com)
9. Project Goals
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Run a real-world WebGL game
Maximize GPU utilization
Repeatable content for comparison
Simple, quick to run
Useful for information for:
○
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○
Hardware developers
Browser developers
Game developers
● Open Source benchmark code
18. Updated Scripting
● Improved scriptable camera
○ Dynamic waypoints
○ Required a skybox
○ Different perspective on the game
● Player waypoints
● Trigger waves of enemies
19. New GPU effects
● Additional shadow casting light
● Post processing effects
● New GPU particle system
31. Recording/playback
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Process the recording offline
Reuse the system with other content
Playback with minimal overhead
Optimize recorded data
○ Use a binary format
○ Process in 60 frame chunks
○ Reference only required assets
46. Feedback
● Early access to project in development
● Offline benchmark hosted on Github
● Experiment with:
○ Offline benchmark runner
○ Graphing tools
○ Different streams
● Submit:
○ Bugs/feature requests
bit.ly/polycraft_benchmark_preview
47. Utilizing the benchmark
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Test on your target platforms
Change the configuration
Record your own content
Look at the Turbulenz Engine
implementation
(it’s open source)
bit.ly/polycraft_benchmark_preview