Reading the fine print: what benchmarks don't tell you

Randi J. Rost, J. Bushnell, David Cooper, Jerry Schneble, Lynn Thorsen-Jensen
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Abstract

computer is the most general tool ever developed by mankind. Computers differ from other tools, like cars, in that they can be used in an almost limitless ways. A car has little purpose other than to efficiently move people and things short distances over smooth terrain. A graphics computer, on the other hand, might be used for a wide variety of complex applications including industrial package design, battle simulation, earth resource analysis, medical diagnosis and surgical planning, genetic research, or virtual reality games. During the early days of the auto industry, there was little need to provide information to help customers decide which car to buy. Nowadays, manufacturers provide all sorts of specifications to help people make purchasing decisions, including engine size, miles per gallon, time to accelerate from 0 to 50, trunk size, and so on. When combined with the price and the appearance of the car, these specifications and performance metrics can help consumers decide which of the many makes and models of car to buy. We are in the Model-T stage of developing specifications and performance metrics that help people make computer purchasing decisions. It is clear that the performance of a graphics computer has a large bearing on its ability to solve complex problems, but the problems themselves are of such a wide variety that it is extremely difficult to characterize the machine's performance for all the uses to which it might be put. We have some extremely crude ways to characterize the performance of the pieces that make up a graphics computer. But we have not yet succeeded in developing performance metrics that enable people to easily see whether a graphics computer will have sufficient performance for the problem set that is important to them. A great deal of energy has been invested in developing ways to quantify graphics performance. Have these efforts helped the industry or have they only served to confuse people even more? This panel takes a look at the attempts that have been made to develop useful measures of graphics performance and how those measurements may be used to compare systems from different vendors. More importantly, the panelists will describe the cave-ats and limitations of various benchmarking metrics and provide some real-world insight into how people might be able to apply published graphics benchmark results to their own needs. Background As a precursor to NCGA's Graphics Performance Characterization (GPC) Committee, the …
阅读细则:基准测试没有告诉你什么
计算机是人类开发的最通用的工具。计算机不同于汽车等其他工具,因为它们几乎可以无限地使用。汽车除了在平坦的地形上有效地短距离移动人和物之外,几乎没有别的用途。另一方面,图形计算机可用于各种复杂的应用,包括工业包装设计、战斗模拟、地球资源分析、医疗诊断和手术计划、基因研究或虚拟现实游戏。在汽车工业的早期,几乎不需要提供信息来帮助客户决定购买哪辆车。如今,制造商提供各种各样的规格来帮助人们做出购买决定,包括发动机尺寸、每加仑行驶的英里数、从0加速到50英里的时间、后备箱尺寸等等。当与汽车的价格和外观结合在一起时,这些规格和性能指标可以帮助消费者决定购买众多品牌和车型中的哪一款。我们正处于开发规格和性能指标的t型模型阶段,这些规格和性能指标可以帮助人们做出购买电脑的决定。很明显,一台图形计算机的性能对它解决复杂问题的能力有很大的影响,但是这些问题本身的种类是如此之多,以至于很难对它可能被用于的所有用途描述它的性能。我们有一些非常粗糙的方法来描述组成图形计算机的部件的性能。但是,我们还没有成功地开发出性能指标,使人们能够轻松地看到图形计算机是否有足够的性能来解决对他们来说很重要的问题集。人们在开发量化图形性能的方法上投入了大量精力。这些努力对游戏行业有帮助吗?还是只会让人们更加困惑?本专题讨论了为开发有用的图形性能度量所做的尝试,以及如何使用这些度量来比较来自不同供应商的系统。更重要的是,小组成员将描述各种基准测试指标的缺陷和局限性,并提供一些现实世界的见解,说明人们如何能够将已发布的图形基准测试结果应用于自己的需求。作为NCGA图形性能表征(GPC)委员会的前身,…
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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