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  2. Geekbench - Wikipedia

    en.wikipedia.org/wiki/Geekbench

    Geekbench began as a benchmark for Mac OS X and Windows, [3] and is now a cross-platform benchmark that supports macOS, Windows, Linux, Android and iOS. [4] In version 4, Geekbench started measuring GPU performance in areas such as image processing and computer vision. [5] In version 5, Geekbench dropped support for IA-32. [6]

  3. Heaven Benchmark - Wikipedia

    en.wikipedia.org/wiki/Heaven_Benchmark

    The benchmark was developed and published by UNIGINE Company in 2009. The main purpose of software is performance and stability testing for GPUs. Users can choose a workload preset, Basic or Extreme, or set the parameters by custom. The benchmark 3D scene is a steampunk-style city on flying islands in the middle of the clouds.

  4. Phoronix Test Suite - Wikipedia

    en.wikipedia.org/wiki/Phoronix_Test_Suite

    Phoronix Test Suite (PTS) is a free and open-source benchmark software for Linux and other operating systems. The Phoronix Test Suite, developed by Michael Larabel and Matthew Tippett, has been endorsed by sites such as Linux.com, [2] LinuxPlanet, [3] and Softpedia. [4]

  5. PCMark - Wikipedia

    en.wikipedia.org/wiki/PCMark

    PCMark Vantage is suited for benchmarking Microsoft Windows Vista PCs from multimedia home entertainment systems and laptops to dedicated workstations and high-end gaming rigs. The PCMark Suite is a collection of various single- and multi-threaded CPU, Graphics and HDD test sets with the focus on Windows Vista application tests.

  6. 3DMark - Wikipedia

    en.wikipedia.org/wiki/3DMark

    The CPU tests in 3DMark06 are different from those found in previous 3DMark versions - instead of using software vertex shading to provide the CPU workload, path-finding, physics and engine routines are used instead, across multiple threads. The free version only shows the part 1, "Return to Proxycon", of the demo. [16] January 18, 2006 Windows XP

  7. Unigine - Wikipedia

    en.wikipedia.org/wiki/Unigine

    UNIGINE 1 had support for large virtual scenarios and specific hardware required by professional simulators and enterprise VR systems, often called serious games.. Support for large virtual worlds was implemented via double precision of coordinates (64-bit per axis), [12] zone-based background data streaming, [13] and optional operations in geographic coordinate system (latitude, longitude ...