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Benchmark results can vary because presets is not standardized enough on different settings #2748
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Why is this a useful ability? You primarily need to compare different game or engine versions on the same system to check whether a change is good or if there was a regression. Comparing different systems just gives you results that are already known (newer and more expensive hardware will perform better in its respective area). |
Because people might plan update for them system and they would like to know how much faster new system will be. Like maybe they wanted update system to another one, but they changed them's mind because it's would give only 5-10% speed gain.
Not always. P.S (Not related info, just sharing) |
I don't think this is a useful issue, performance differences can only be accurately tracked by running the same tests on the same hardware with the same parameters. |
I think this ticket should stay open: "by running the same tests on the same hardware" P.S |
This benchmark is mainly for benchmarking our own systems and settings vs itself, not for comparing users to each other in a broad sense. |
There is too much uncontrollable variability otherwise. |
It's can be both. I can remake this ticket to be more fitting one. |
We need more reliable benchmark results for ability more accurate compare different systems.
But problems we have are:
/option preset
don't fixate all performance settings affected options;/option preset Custom
save up config if it's was changed to any another preset.Appendix to point 1.
Options like
/option losrange
,/option reclaimfieldhighlight
, custom player's widgets and etc.P.S I see multiple purposes for benchmarking:
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