Relative Benchmark


Relative Benchmark
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Description

OVERVIEW
This benchmark was made to bring console-like graphics to mobile

FEATURES:
Terrain shader with blend maps, transparency sorting, water with real-time reflection and refraction, Post Processing Effects : Depth of Field, real-time Shadow Mapping, Screen Space Ambient Occlusion, AntiAliasing, Anisotropic Filtering.

An extra "Explorer Mode" offered as an in-app purchase will enable :
- Screen Space Ambient Occlusion
- Remove ads.

Some of the features in the benchmark has levels (Low/Medium/High) whenever possible. Here's how they differ :
DOF - Low ( 7x7 kernel, ) High (15x15 kernel, effectively 4 times more operations)
Shadows - Low (1024x1024 shadow map with a smooth filter of 3x3 ) Med ( MaxTextureSize /2 with 5x5 kernel ) High ( MaxTextureSize with 7x7 kernel )
SSAO - Low ( 1/4 Res ) High ( 1/2 Res, 4x heavier on processing )

GL Extensions

This feature is for developers and will detail all the OpenGL ES 2 or OpenGL ES 3 extensions that your iOS device supports. Tapping an OES/EXT extensions will also open a web page for that extension's specification. If you are a developer, you can share/send the extensions through e-mail, Facebook,etc.

What's New in Version 3.01

- iOS 10 compatibility
- fixed motion blur (high)

Screenshots

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