JBenchmark Community:   You are not logged in    |   Login    |    Register   |   View other Members

Your device is missing?  Create your personal benchmarks and start testing now!

Looking for native 3D benchmarks?  Visit


Benchmarks   |    Download
JBenchmark Pro Subtests

User Experience Subtests

 Audio - MIDI
Description:
  • Tests the time needed to open, decode and play a MIDI file.
  • The result is the reciprocal of the measured time.
  •  Audio - MP3
    Description:
  • Tests the time needed to open, decode and play an MP3 file.
  • The result is the reciprocal of the measured time.
  •  Camera Shooting Speed
    Description:
  • Measures the time between two consecutive shoots of the embedded phone camera.
  • The result is the reciprocal of the measured time.
  •  Image loading (JPG)
    Description:
  • Tests the time needed to open and decode JPG image files.
  • The result is the reciprocal of the measured time.
  •  Image loading (PNG)
    Description:
  • Tests the time needed to open and decode PNG image files.
  • The result is the reciprocal of the measured time.
  •  JAR reading
    Description:
  • Tests the time needed to read files from the JAR file of the application.
  • The result is the reciprocal of the measured time.
  •  M3G loading
    Description:
  • Tests the time needed to open and decode Mobile 3D Graphics (M3G) scene files.
  • It reads scenes with many small objects as well as scenes with big objects.
  • The result is the reciprocal of the measured time.
  •  RMS read-write
    Description:
  • Tests the time needed to read and write data to persistent record store, the RMS of the application.
  • The result is the reciprocal of the measured time.
  •  Video - 3GPP
    Description:
  • Tests the time needed to open, decode and play a 3GP video file with sound.
  • The result is the reciprocal of the measured time.
  • CPU Subtests

     Business math
    Description:
  • Tests the CPU with floating point financial and statistical calculations.
  • Statistical methods include correlation and regression calculations for large samples.
  • Calculates bond yield (internal rate of return) with iterations.
  • The result equals to the number of successful iterations.
  •  Chess
    Description:
  • Chess subtest emulates AI chess players to measure the CPU's performance.
  • The engine examines 500 positions before each move.
  • The result equals to the number of steps made by the players.
  •  Game Physics
    Description:
  • Tests CPU performance by simulating physical forces and collisions in a friction-less world.
  • The balls have different kinetic energy and weights.
  • Result equals to the number of full iterations calculated.
  •  Image Processing
    Description:
  • Tests CPU speed by converting full color RGB images to 256 color palettes.
  • Samples of the original and converted images rendered on screen.
  • The result is the reciprocal of the time needed to finish the conversions.
  •  Shortest Route Search
    Description:
  • Tests CPU performance with shortest route search algorythm.
  • The graph is random in every case, but the number of elements is always the same (512)
  • A "brute force" algorythm is used to make sure all cases represent the same complexity.
  • Result equals the number of successful searches.
  •  XML parsing
    Description:
  • Tests CPU performance by parsing a large XML file.
  • The test exploits native XML parsing extensions (JSR172) if available. Otherways kXML library is used.
  • The result equals to reciprocal of the time needed to process the file.
  •  ZIP compression
    Description:
  • Tests CPU performance by compressing and decompressing data with the ZLib library.
  • The result equals to reciprocal of the time needed to process the file.
  • 2D Graphics Low Quality Subtests

     Business Charts
    Description:
  • Measures 2D performance by rendering business charts
  • Pie, area, column and surface charts are drawn on each frame using semi random data.
  • Result equals to frames drawn.
  •  MIDP1 Game
    Description:
  • Measures MIDP 1.0 2D performance with an image based arcade game.
  • This test does not use AI to limit CPU use and increase load on graphics.
  • Result equals the number of frames drawn on screen.
  •  MIDP2 Game - LQ
    Description:
  • Measures MIDP 2.0 2D performance with a tile based arcade game.
  • This test does not use AI to limit CPU use and increase load on graphics.
  • Result equals the number of frames drawn on screen.


  • This is the Low Quality version:
  • The default sprite size is 16x16.
  •  MIDP2 Imaging - LQ
    Description:
  • Measures image rendering performance in MIDP 2.0.
  • The test draws RGB images.
  • Result equals the number of frames drawn on screen.


  • This is the Low Quality version:
  • The image size is 160x120.
  •  Map
    Description:
  • Measures 2D graphic performance with drawing a city map.
  • Uses our proprietary vector graphics engine, as SVG support was limited during development.
  • Result equals to the number of rendered frames.
  • 2D Graphics Medium Quality Subtests

     MIDP2 Game - MQ
    Description:
  • Measures MIDP 2.0 2D performance with a tile based arcade game.
  • This test does not use AI to limit CPU use and increase load on graphics.
  • Result equals the number of frames drawn on screen.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: at least 176*220*90% pixels screen resolution!
  • The default sprite size is 32x32.
  •  MIDP2 Imaging - MQ
    Description:
  • Measures image rendering performance in MIDP 2.0.
  • The test draws semitransparent RGBA images to check alpha blending.
  • Result equals the number of frames drawn on screen.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: at least 176*220*90% pixels screen resolution and at least 15 levels of alpha!
  • The image size is 320x240.
  • 2D Graphics High Quality Subtests

     MIDP2 Game - HQ
    Description:
  • Measures MIDP 2.0 2D performance with a tile based arcade game.
  • This test does not use AI to limit CPU use and increase load on graphics.
  • Result equals the number of frames drawn on screen.


  • This is the High Quality version:
  • The minimum requirements to run this test are: at least 240*320*90% pixels screen resolution!
  • The default sprite size is 48x48.
  •  MIDP2 Imaging - HQ
    Description:
  • Measures image rendering performance in MIDP 2.0.
  • The test draws semitransparent RGBA images to check alpha blending.
  • Result equals the number of frames drawn on screen.


  • This is the High Quality version:
  • The minimum requirements to run this test are: at least 240*320*90% pixels screen resolution and at least 255 levels of alpha!
  • The image size is 640x480.
  • 3D Graphics Low Quality Subtests

     M3G CarRace - LQ
    Description:
  • This test scene simulates a 3D Car Race game.
  • The camera and car movements are precomputed so the test is more graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Low Quality version:
  • Textures sizes are 64x64 for cars and 32x32 for the environment.
  • No texture filtering is used.
  • No skybox.
  •  M3G FPS - LQ
    Description:
  • This test scene simulates a First Person Shooter game.
  • All animations are precomputed so the test is more graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Low Quality version:
  • Textures size is 32x32.
  • No texture filtering is used.
  • 3D Graphics Medium Quality Subtests

     M3G CarRace - MQ
    Description:
  • This test scene simulates a 3D Car Race game.
  • The camera and car movements are precomputed so the test is more graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: proper bilinear filter (90%+) and at least 176*220*90% pixels screen resolution!
  • Textures sizes are 128x128 for cars and 64x64 for the environment.
  • Bilinear texture filtering is used.
  • Skybox is enabled.
  •  M3G FPS - MQ
    Description:
  • This test scene simulates a First Person Shooter game.
  • All animations are precomputed so the test is more graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: proper bilinear filter (90%+) and at least 176*220*90% pixels screen resolution!
  • Textures size is 64x64.
  • Bilinear texture filtering is used.
  • 3D Graphics High Quality Subtests

     M3G CarRace - HQ
    Description:
  • This test scene simulates a 3D Car Race game.
  • The camera and car movements are precomputed so the test is more graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the High Quality version:
  • The minimum requirements to run this test are: proper trilinear filter (90%+) and at least 240*320*90% pixels screen resolution!
  • Textures sizes are 256x256 for cars and 128x128 for the environment.
  • Trilinear texture filtering is used.
  • Skybox is enabled.
  •  M3G FPS - HQ
    Description:
  • This test scene simulates a First Person Shooter game.
  • All animations are precomputed so the test is more graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the High Quality version:
  • The minimum requirements to run this test are: proper trilinear filter (90%+) and at least 240*320*90% pixels screen resolution!
  • Textures size is 128x128.
  • Trilinear texture filtering is used.
  • Composite Low Quality Subtests

     Composite Business - LQ
    Description:
  • Mixes "Business Charts" with "Business Maths" to measure composite business applications performance.
  • The charts represent the same data and results which are used for and result of the statistical calculations done in the background.
  • The result equals to the number of frames drawn on screen.
  • This is the Low Quality version:
  • The dataset for the statistical calculations is relatively small.
  •  Composite CarRace - LQ
    Description:
  • This test scene simulates a 3D Car Race game with AI and physics.
  • Every movement is calculated real-time like in a real game, so the test is both CPU and graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Low Quality version:
  • Textures sizes are 64x64 for cars and 32x32 for the environment.
  • No texture filtering is used.
  • No skybox.
  •  Composite M3G FPS - LQ
    Description:
  • This test scene simulates a First Person Shooter game with AI players.
  • Every movement is calculated real-time like in a real game, so the test is both CPU and graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Low Quality version:
  • Textures size is 32x32.
  • No texture filtering is used.
  •  Composite MIDP1 Game
    Description:
  • Measures composite MIDP 1.0 gaming performance with an image based arcade game.
  • The test uses AI to create live interaction between characters which increases load on CPU.
  • MIDI music is played in the background.
  • Result equals the number of frames drawn on screen.
  •  Composite MIDP2 Game - LQ
    Description:
  • Measures composite MIDP 2.0 gaming performance with a tile based arcade game.
  • The test uses AI to create live interaction between characters which increases load on CPU.
  • MIDI music is played in the background.
  • Result equals the number of frames drawn on screen.


  • This is the Low Quality version:
  • The default sprite size is 16x16.
  •  Photo Galery - LQ
    Description:
  • Photo Gallery simulates full-scale imaging applications in MIDP 2.0 with loading, viewing, zooming and distorting images.
  • Result equals the number of frames drawn on screen.


  • This is the Low Quality version:
  • The image size is 160x120.
  •  Route planner
    Description:
  • Route planner simulates real geo-mapping applications with map drawing and route planning.
  • The routes are calculated real-time using a shortest route algorythm.
  • The routes are followed on the map.
  • The resolt equals the number of frames drawn.
  • Composite Medium Quality Subtests

     Composite Business - MQ
    Description:
  • Mixes "Business Charts" with "Business Maths" to measure composite business applications performance.
  • The charts represent the same data and results which are used for and result of the statistical calculations done in the background.
  • The result equals to the number of frames drawn on screen.
  • This is the Medium Quality version:
  • The minimum requirements to run this test are: at least 176*220*90% pixels screen resolution!
  • The dataset size is 2.5 larger than the Low Quality version.
  •  Composite CarRace - MQ
    Description:
  • This test scene simulates a 3D Car Race game with AI and physics.
  • Every movement is calculated real-time like in a real game, so the test is both CPU and graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: proper bilinear filter (90%+) and at least 176*220*90% pixels screen resolution!
  • Textures sizes are 128x128 for cars and 64x64 for the environment.
  • Bilinear texture filtering is used.
  • Skybox is enabled.
  •  Composite M3G FPS - MQ
    Description:
  • This test scene simulates a First Person Shooter game with AI players.
  • Every movement is calculated real-time like in a real game, so the test is both CPU and graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: proper bilinear filter (90%+) and at least 176*220*90% pixels screen resolution!
  • Textures size is 64x64.
  • Bilinear texture filtering is used.
  •  Composite MIDP2 Game - MQ
    Description:
  • Measures composite MIDP 2.0 gaming performance with a tile based arcade game.
  • The test uses AI to create live interaction between characters which increases load on CPU.
  • MIDI music is played in the background.
  • Result equals the number of frames drawn on screen.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: at least 176*220*90% pixels screen resolution!
  • The default sprite size is 32x32.
  •  Photo Galery - MQ
    Description:
  • Photo Gallery simulates full-scale imaging applications in MIDP 2.0 with loading, viewing, zooming and distorting images.
  • The test draws semitransparent RGBA images to check alpha blending.
  • Result equals the number of frames drawn on screen.


  • This is the Medium Quality version:
  • The minimum requirements to run this test are: at least 176*220*90% pixels screen resolution and at least 15 levels of alpha!
  • The image size is 320x240.
  • Composite High Quality Subtests

     Composite Business - HQ
    Description:
  • Mixes "Business Charts" with "Business Maths" to measure composite business applications performance.
  • The charts represent the same data and results which are used for and result of the statistical calculations done in the background.
  • The result equals to the number of frames drawn on screen.
  • This is the High Quality version:
  • The minimum requirements to run this test are: at least 240*320*90% pixels screen resolution!
  • The dataset size is 5 larger than the Low Quality version.
  •  Composite CarRace - HQ
    Description:
  • This test scene simulates a 3D Car Race game with AI and physics.
  • Every movement is calculated real-time like in a real game, so the test is both CPU and graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the High Quality version:
  • The minimum requirements to run this test are: proper trilinear filter (90%+) and at least 240*320*90% pixels screen resolution!
  • Textures sizes are 256x256 for cars and 128x128 for the environment.
  • Trilinear texture filtering is used.
  • Skybox is enabled.
  •  Composite M3G FPS - HQ
    Description:
  • This test scene simulates a First Person Shooter game with AI players.
  • Every movement is calculated real-time like in a real game, so the test is both CPU and graphics intensive.
  • The result equals to the total number of frames rendered.


  • This is the High Quality version:
  • The minimum requirements to run this test are: proper trilinear filter (90%+) and at least 240*320*90% pixels screen resolution!
  • Textures size is 128x128.
  • Trilinear texture filtering is used.
  •  Composite MIDP2 Game - HQ
    Description:
  • Measures composite MIDP 2.0 gaming performance with a tile based arcade game.
  • The test uses AI to create live interaction between characters which increases load on CPU.
  • MIDI music is played in the background.
  • Result equals the number of frames drawn on screen.


  • This is the High Quality version:
  • The minimum requirements to run this test are: at least 240*320*90% pixels screen resolution!
  • The default sprite size is 48x48.
  •  Photo Galery - HQ
    Description:
  • Photo Gallery simulates full-scale imaging applications in MIDP 2.0 with loading, viewing, zooming and distorting images.
  • The test draws semitransparent RGBA images to check alpha blending.
  • Result equals the number of frames drawn on screen.


  • This is the High Quality version:
  • The minimum requirements to run this test are: at least 240*320*90% pixels screen resolution and at least 255 levels of alpha!
  • The image size is 640x480.
  • Low Level 3D Subtests

     3D Rendering Quality: Bilinear Filter
    Description:
  • Renders a 8x8 bilinear (LINEAR) filtered texture on a 128x128 pixel square
  • We compare the device rendered image to our (real-time generated) reference image
  • Results: % of correct pixels. 90% or above is accepted as correct
  •  3D Rendering Quality: Perspective Correction
    Description:
  • Evaluates the position of perspective distorted pixels and measures the distance from the optimal position
  • The average distance is scaled from 0% (no perspective correction) to 100% (every pixel is at the right position)
  • 90% or above is accepted as correct
  •  3D Rendering Quality: Sub Pixel Precision
    Description:
  • Evaluates the rendered pixel colors when the pixels are covered by more than one texels
  • Texture filtering: NEAREST
  • We compare the device rendered image to our calculated reference values
  • Results: % of correct pixels. 90% or above is accepted as correct
  •  3D Rendering Quality: Trilinear Filter
    Description:
  • Renders a 128x128 tri-linear filtered (LINEAR_MIPMAP_LINEAR) texture on a 96x96 pixel square
  • We compare the device rendered image to our (real-time generated) reference image
  • Results: % of correct pixels. 90% or above is accepted as correct
  •  3D Rendering Quality: Z-buffer Precision
    Description:
  • Tests Z-buffer precision by rendering very far (blue) test squares in a scene where camera is at 0, near=1, far=1001 and there is a "wall of red squares" positioned at 1000
  • The highest possible result is 99.9%, which means the blue test squares were rendered correctly at position 999 (they fully hide the red ones)
  • Values above 90% are accepted as correct
  •  Fill Rate: Multi-Textured, 2x2
    Description:
  • Measures the fill rate with multi-textures.
  • 2x2 layers of textures are blended with ALPHA ADD (overall 4 textures are blended together).
  • Only UVs rotate, positions are static.
  • Number of texels (texture pixels) equal number of pixels on the screen for each layer.
  • No texture filtering.
  • Result equals: frames / seconds x screen pixels x 4


  • Please note: some devices do not support multi textures.
     Fill Rate: Multi-textured, 4x2
    Description:
  • Measures the fill rate with multi-textures.
  • 4x2 layers of textures are blended with ALPHA ADD (overall 8 textures are blended together).
  • Only UVs rotate, positions are static.
  • Number of texels (texture pixels) equal number of pixels on the screen for each layer.
  • No texture filtering.
  • Result equals: frames / seconds x screen pixels x 8


  • Please note: some devices do not support multi textures.
     Fill Rate: Single-textured, 4x1
    Description:
  • Measures the fill rate with single-texturing.
  • 4x2 layers of textures are blended with ALPHA ADD (overall 4 textures are blended together).
  • Only UVs rotate, positions are static.
  • Number of texels (texture pixels) equal number of pixels on the screen for each layer.
  • No texture filtering.
  • Result equals: frames / seconds x screen pixels x 4
  •  Lights: Ambient x 1
    Description:
  • Tests the triangle throughput with ambient lighting.
  • A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
  • Number of lights: 1
  • Only the light is moving, the car is static.
  • No texturing.
  • Result: triangles/second
  •  Lights: Omni x 1
    Description:
  • Tests the triangle throughput with omni (spot) lighting.
  • A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
  • Number of lights: 1
  • Only the light is moving, the car is static.
  • No texturing.
  • Result: triangles/second
  •  Lights: Parallel x 1
    Description:
  • Tests the triangle throughput with parallel lighting.
  • A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
  • Number of lights: 1
  • Only the light is moving, the car is static.
  • No texturing.
  • Result: triangles/second
  •  Lights: Parallel x 2
    Description:
  • Tests the triangle throughput with multiple parallel lights.
  • A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
  • Number of lights: 2
  • Only the light is moving, the car is static.
  • No texturing.
  • Result: triangles/second
  •  Lights: Parallel x 4
    Description:
  • Tests the triangle throughput with multiple parallel lights.
  • A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
  • Number of lights: 4
  • Only the light is moving, the car is static.
  • No texturing.
  • Result: triangles/second
  •  Lights: Parallel x 8
    Description:
  • Tests the triangle throughput with multiple parallel lights.
  • A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
  • Number of lights: 8
  • Only the light is moving, the car is static.
  • No texturing.
  • Result: triangles/second
  •  Lights: Spot x 1
    Description:
  • Tests the triangle throughput with spot lighting.
  • A high polygon car (roughly 10000 triangles) with smooth shaded triangles is lit by the light source.
  • Number of lights: 1
  • Only the light is moving, the car is static.
  • No texturing.
  • Result: triangles/second
  •  MorphingMesh
    Description:
  • Measures MorphingMesh animation performance by morphing a "soldier mesh" into a cube.
  • Result equals to the number of frames rendered.
  •  Picking: Mesh
    Description:
  • Measures Picking performance with Meshes.
  • Casts pick rays to a high poly (roughly 10000 triangles) Mesh.
  • Result equals the number of intersections.
  •  Picking: Sprites
    Description:
  • Measures Picking performance with Sprite3Ds.
  • Casts pick rays to a many randomly scaled sprite objects.
  • Result equals the number of picks (not all rays intersect).
  •  Rendering 2D over 3D
    Description:
  • Measures mixed 2D and 3D performance.
  • Renders a semittransparent 3D car mesh first (roughly 10000 triangles) and then draws a semitransparent 2D image on the same graphics buffer.
  • Result equals the rendered triangles per second.
  •  Rendering 3D over 2D
    Description:
  • Measures mixed 2D and 3D performance.
  • Draws a semitransparent 2D image first and then renders a semitransparent 3D car mesh (roughly 10000 triangles) on the same graphics buffer.
  • Result equals the rendered triangles per second.
  •  Scopes: OFF
    Description:
  • "Scope: ON" and "Scope: OFF" tests measure the scoping performance in M3G
  • These tests cannot be evaluated individually, only in comparison to each other.
  • In both scenes there are 100 meshes and 2 lights.
  • In "Scope: OFF" test all meshes and lights are in the same scope, so every object is lit by 2 lights.
  • In "Scope: ON" test one third of the meshes are lit by only the red light, one third lit by the blue light and one third lit by both lights. On average one mesh is lit by 1.33 light. If scoping is not a bottleneck "Scope: ON" should be at least as fast as "Scope: OFF"
  • The result in both cases equals to the number of rendered frames.
  •  Scopes: ON
    Description:
  • "Scope: ON" and "Scope: OFF" tests measure the scoping performance in M3G
  • These tests cannot be evaluated individually, only in comparison to each other.
  • In both scenes there are 100 meshes and 2 lights.
  • In "Scope: OFF" test all meshes and lights are in the same scope, so every object is lit by 2 lights.
  • In "Scope: ON" test one third of the meshes are lit by only the red light, one third lit by the blue light and one third lit by both lights. On average one mesh is lit by 1.33 light. If scoping is not a bottleneck "Scope: ON" should be at least as fast as "Scope: OFF"
  • The result in both cases equals to the number of rendered frames.
  •  SkinnedMesh: Few Bones
    Description:
  • "SkinnedMesh: Few Bones" and "SkinnedMesh: Many Bones" tests measure the skeletal animation performance in M3G
  • These tests cannot be evaluated individually, only in comparison to each other.
  • In both scenes the same skin (VertexBuffer) is used with same number of triangles.
  • In "SkinnedMesh: Few Bones" the bone hierarchy is simple, using only a few bones.
  • In "SkinnedMesh: Many Bones" a full human skeleton hierarchy is used.
  • The result in both cases equals to the number of rendered frames.
  •  SkinnedMesh: Many Bones
    Description:
  • "SkinnedMesh: Few Bones" and "SkinnedMesh: Many Bones" tests measure the skeletal animation performance in M3G
  • These tests cannot be evaluated individually, only in comparison to each other.
  • In both scenes the same skin (VertexBuffer) is used with same number of triangles.
  • In "SkinnedMesh: Few Bones" the bone hierarchy is simple, using only a few bones.
  • In "SkinnedMesh: Many Bones" a full human skeleton hierarchy is used.
  • The result in both cases equals to the number of rendered frames.
  •  Sprites: Fill Rate
    Description:
  • Measures fill rate with sprites.
  • Results cannot be converted into texels/second, so they are represented as frames.
  •  Sprites: Scaling
    Description:
  • Tests the sprite scaling speed.
  • Scales 100 sprites with 64x64 textures.
  • Result: total frames rendered.
  •  Texture Filter: BASE + LINEAR
    Description:
  • Tests the triangle throughput with LINEAR texture filtering.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second


  • (As some devices do not support this filtering mode, please check the results of "Bilinear filter test" to evaluate the numbers.)
     Texture Filter: BASE + NEAREST
    Description:
  • Tests the triangle throughput with NEAREST texture filtering.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second
  •  Texture Filter: LINEAR + LINEAR
    Description:
  • Tests the triangle throughput with LINEAR_MIPMAP_LINEAR texture filtering.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second


  • (As some devices do not support this filtering mode, please check the results of "Trilinear filter test" to evaluate the numbers.)
     Texture Filter: LINEAR + NEAREST
    Description:
  • Tests the triangle throughput with LINEAR_MIPMAP_NEAREST texture filtering.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second


  • (Please note: some devices do not support mipmaps and this filtering mode.)
     Texture Filter: NEAREST + LINEAR
    Description:
  • Tests the triangle throughput with NEAREST_MIPMAP_LINEAR texture filtering.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second


  • (Please note: some devices do not support mipmaps.)
     Texture Filter: NEAREST + NEAREST
    Description:
  • Tests the triangle throughput with NEAREST_MIPMAP_NEAREST texture filtering.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second


  • (Please note: some devices do not support mipmaps.)
     Texture Size: 64x64
    Description:
  • Tests the triangle throughput with different texture sizes.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 64x64
  • Texture filter: BASE+NEAREST
  • Result: triangles/second
  •  Texture Size: 128x128
    Description:
  • Tests the triangle throughput with different texture sizes.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 128x128
  • Texture filter: BASE+NEAREST
  • Result: triangles/second
  •  Texture Size: 256x256
    Description:
  • Tests the triangle throughput with different texture sizes.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Texture filter: BASE+NEAREST
  • Result: triangles/second
  •  Texture Size: 512x512
    Description:
  • Tests the triangle throughput with different texture sizes.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 512x512
  • Texture filter: BASE+NEAREST
  • Result: triangles/second
  •  Texture Size: 1024x1024
    Description:
  • Tests the triangle throughput with different texture sizes.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 1024x1024
  • Texture filter: BASE+NEAREST
  • Result: triangles/second
  •  Triangles: Flat Shaded + Color
    Description:
  • Tests the triangle throughput with flat shaded and colored polygons.
  • Rotates a high polygon car (roughly 10000 triangles) with flat shaded triangles and no lights.
  • Result: triangles/second
  •  Triangles: Smooth Shaded + Color
    Description:
  • Tests the triangle throughput with smooth shaded and colored polygons.
  • Rotates a high polygon car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Result: triangles/second
  •  Triangles: Textured
    Description:
  • Tests the triangle throughput with simple texturing.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second
  •  Triangles: Textured + Color
    Description:
  • Tests the triangle throughput with textured and vertex color modulated polygons.
  • Rotates a high polygon textured car (roughly 10000 triangles) with smooth shaded triangles and no lights.
  • Texture size: 256x256
  • Result: triangles/second
  •