CPU Tests: Simulation

Simulation and Science have a lot of overlap in the benchmarking world, however for this distinction we’re separating into two segments mostly based on the utility of the resulting data. The benchmarks that fall under Science have a distinct use for the data they output – in our Simulation section, these act more like synthetics but at some level are still trying to simulate a given environment.

DigiCortex v1.35: link

DigiCortex is a pet project for the visualization of neuron and synapse activity in the brain. The software comes with a variety of benchmark modes, and we take the small benchmark which runs a 32k neuron/1.8B synapse simulation, similar to a small slug.

The results on the output are given as a fraction of whether the system can simulate in real-time, so anything above a value of one is suitable for real-time work. The benchmark offers a 'no firing synapse' mode, which in essence detects DRAM and bus speed, however we take the firing mode which adds CPU work with every firing.

I reached out to the author of the software, who has added in several features to make the software conducive to benchmarking. The software comes with a series of batch files for testing, and we run the ‘small 64-bit nogui’ version with a modified command line to allow for ‘benchmark warmup’ and then perform the actual testing.

The software originally shipped with a benchmark that recorded the first few cycles and output a result. So while fast multi-threaded processors this made the benchmark last less than a few seconds, slow dual-core processors could be running for almost an hour. There is also the issue of DigiCortex starting with a base neuron/synapse map in ‘off mode’, giving a high result in the first few cycles as none of the nodes are currently active. We found that the performance settles down into a steady state after a while (when the model is actively in use), so we asked the author to allow for a ‘warm-up’ phase and for the benchmark to be the average over a second sample time.

For our test, we give the benchmark 20000 cycles to warm up and then take the data over the next 10000 cycles seconds for the test – on a modern processor this takes 30 seconds and 150 seconds respectively. This is then repeated a minimum of 10 times, with the first three results rejected.

We also have an additional flag on the software to make the benchmark exit when complete (which is not default behavior). The final results are output into a predefined file, which can be parsed for the result. The number of interest for us is the ability to simulate this system in real-time, and results are given as a factor of this: hardware that can simulate double real-time is given the value of 2.0, for example.

The final result is a table that looks like this:

(3-1) DigiCortex 1.35 (32k Neuron, 1.8B Synapse)

The variety of results show that DigiCortex loves cache and single thread frequency, is not too fond of victim caches, but still likes threads and DRAM bandwidth.

Dwarf Fortress 0.44.12: Link

Another long standing request for our benchmark suite has been Dwarf Fortress, a popular management/roguelike indie video game, first launched in 2006 and still being regularly updated today, aiming for a Steam launch sometime in the future.

Emulating the ASCII interfaces of old, this title is a rather complex beast, which can generate environments subject to millennia of rule, famous faces, peasants, and key historical figures and events. The further you get into the game, depending on the size of the world, the slower it becomes as it has to simulate more famous people, more world events, and the natural way that humanoid creatures take over an environment. Like some kind of virus.

For our test we’re using DFMark. DFMark is a benchmark built by vorsgren on the Bay12Forums that gives two different modes built on DFHack: world generation and embark. These tests can be configured, but range anywhere from 3 minutes to several hours. After analyzing the test, we ended up going for three different world generation sizes:

  • Small, a 65x65 world with 250 years, 10 civilizations and 4 megabeasts
  • Medium, a 127x127 world with 550 years, 10 civilizations and 4 megabeasts
  • Large, a 257x257 world with 550 years, 40 civilizations and 10 megabeasts

I looked into the embark mode, but came to the conclusion that due to the way people played embark, to get something close to a real world data would require several hours’ worth of embark tests. This would be functionally prohibitive to the bench suite, and so I decided to focus on world generation.

DFMark outputs the time to run any given test, so this is what we use for the output. We loop the small test for as many times possible in 10 minutes, the medium test for as many times in 30 minutes, and the large test for as many times in an hour.

(3-2a) Dwarf Fortress 0.44.12 World Gen 65x65, 250 Yr(3-2b) Dwarf Fortress 0.44.12 World Gen 129x129, 550 Yr(3-2c) Dwarf Fortress 0.44.12 World Gen 257x257, 550 Yr

Interestingly Intel's hardware likes Dwarf Fortress. It is primarily single threaded, and so a high IPC and a high frequency is what matters here.

Dolphin v5.0 Emulation: Link

Many emulators are often bound by single thread CPU performance, and general reports tended to suggest that Haswell provided a significant boost to emulator performance. This benchmark runs a Wii program that ray traces a complex 3D scene inside the Dolphin Wii emulator. Performance on this benchmark is a good proxy of the speed of Dolphin CPU emulation, which is an intensive single core task using most aspects of a CPU. Results are given in seconds, where the Wii itself scores 1051 seconds.

The Dolphin software has the ability to output a log, and we obtained a version of the benchmark from a Dolphin developer that outputs the display into that log file. The benchmark when finished will automatically try to close the Dolphin software (which is not normal behavior) and brings a pop-up on display to confirm, which our benchmark script can detects and remove. The log file is fairly verbose, so the benchmark script iterates through line-by-line looking for a regex match in line with the final time to complete.

The final result is a table that looks like this:

(3-3) Dolphin 5.0 Render Test

Dolphin does still have one flaw – about one in every 10 runs it will hang when the benchmark is complete and can only be removed by memory via a taskkill command or equivalent. I have not found a solution for this yet, and due to this issue Dolphin is one of the final tests in the benchmark run. If the issue occurs and I notice, I can close Dolphin and re-run the test by manually opening the benchmark in Dolphin to run again, and allow the script to pick up the final dialog box when done.

CPU Tests: Science CPU Tests: Rendering
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  • 29a - Monday, July 20, 2020 - link

    Please remove Egomark from the benchmark list.
  • Meteor2 - Monday, August 3, 2020 - link

    Why?
  • Mr Perfect - Monday, July 20, 2020 - link

    Reading through the OS preparation section, I kind of wonder if setting up a domain would be helpful?

    Joining a test PC to a domain would allow all of those settings to be configured through GPO instead of running tons of batch files and scripts. You'd also gain the ability to point Windows Update at a WSUS server, where you control what updates are even shown to the PC (in your case, probably none). Throw in the ability to remotely run scripts with Domain Administrator accounts, and you could probably skip around those UAC prompts too.

    It would be a lot of setup the first time around, but it does point to that automation-eventually-pays-off thing.
  • Icehawk - Monday, July 20, 2020 - link

    Very cool!

    Would like to see your handbrake HEVC encoding done via software with no vendor encoder - it’s the only way you guys can be getting those crazy fps numbers. I don’t want to see how a vendor encoder runs, I want to see how the CPU runs - and those hardware ones are still worse than software so I do not use them even though it is a massive speed boost.
  • extide - Monday, July 20, 2020 - link

    Using vector instructions like AVX is still "software" encoding. It's fully CPU, and not at all a lower quality hardware encoder.
  • faizoff - Monday, July 20, 2020 - link

    Until I upgraded from an HD 6870 to an RX 580 recently I had no idea GPUs had dedicated encoders. I've tried them and they are definitely faster than the CPU, the same file that I tried got well over 40 fps compared to the 5 fps when choosing the CPU encoder.

    The caveat was that the GPU encoded files were much larger in size with comparable quality.
  • lmcd - Tuesday, July 21, 2020 - link

    There's ways to push file size back down afaik.
  • Meteor2 - Monday, August 3, 2020 - link

    Not with hardware encoding.
  • jaminvi - Monday, July 20, 2020 - link

    Looks great from here. Good cross section of test. Looking forward to it.
  • catavalon21 - Monday, July 20, 2020 - link

    This is outstanding. Very much like the stuff on this site back in this site's early days, like comparing Pentium performance with and without MMX. Comparing the performance between VX and HX chipsets. Tip of the hat, old man.

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