"Can't be benchmarked" No.
"Can't be benchmarked" No.
Posted Sep 7, 2009 13:09 UTC (Mon) by cesarb (subscriber, #6266)In reply to: "Can't be benchmarked" No. by quotemstr
Parent article: BFS vs. mainline scheduler benchmarks and measurements
All the other examples mentioned by that poster sound like they could be benchmarkable with some coding effort. For instance, in the Doom 3 example, you would not measure the frame rate, but the frame jitter (record the time of the end of the "flush" call which actually pushes the image to the screen for each frame, subtract from the time for the previous frame, and see which is the highest difference and how uniform the differences are). Even if for some reason you cannot change the source code of your game, you can change the source code of the libraries it calls to do the "flush", or even interpose with LD_PRELOAD or something like it.
You could even measure the "input lag" in his sound example by building a hardware contraption which "presses a key" (by pretending to be a keyboard), listens to the analog audio output, and logs the time difference between the input and the output.
This all seems benchmarkable without the need for a double-blind test.
