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GLBenchmark

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GLBenchmark
NameGLBenchmark
DeveloperKishonti Informatics
Released2008
Latest release2.7.5 (example)
Programming languageC++
Operating systemAndroid, iOS, Windows, Symbian, MeeGo
GenrePerformance benchmark
LicenseProprietary

GLBenchmark

GLBenchmark was a cross-platform graphics benchmarking tool developed by Kishonti Informatics to evaluate OpenGL and OpenGL ES performance on consumer devices. It provided synthetic 3D scenes, shader workloads, and frame-rate measurements used by hardware vendors, press outlets, and independent testers to compare graphics processing capabilities across smartphones, tablets, laptops, and embedded systems. The suite became notable for its influence on industry comparisons, for highlighting GPU driver behavior, and for shaping expectations around mobile graphics performance.

Overview

GLBenchmark measured real-time 3D rendering performance using standardized workloads to produce quantitative metrics such as frames per second and frame-time distributions. Major technology outlets like AnandTech, Tom's Hardware, CNET, Engadget, and The Verge frequently cited GLBenchmark results in reviews and comparisons. Companies including Qualcomm, NVIDIA, Imagination Technologies, ARM Holdings, and Intel used GLBenchmark during development and marketing to demonstrate GPU improvements. Academic and industry conferences such as SIGGRAPH and Mobile World Congress sometimes referenced GLBenchmark numbers when discussing mobile graphics trends.

History and Development

Kishonti Informatics, a Budapest-based company, launched GLBenchmark to address the lack of comparable graphics tests across diverse mobile platforms. Early releases targeted devices running Android (operating system), iPhone OS, and desktop environments like Microsoft Windows to enable apples-to-apples comparisons between disparate hardware and drivers. As mobile GPUs evolved through generations from vendors like ARM Mali, PowerVR, and Adreno, GLBenchmark expanded its test cases and rendering paths. Coverage by publications such as PC World, Wired (magazine), and The Guardian amplified its visibility. The project intersected with broader industry developments involving standards bodies like the Khronos Group and initiatives around OpenGL ES specifications.

Benchmark Methodology

GLBenchmark employed fixed scenes with deterministic workloads to isolate GPU and driver performance, using shader programs, texture fetch patterns, and geometry complexity to stress different pipeline stages. Reviewers compared raw frame rates, frame-time variance, and offscreen rendering results to mitigate display refresh and resolution differences — a practice mirrored by outlets like Ars Technica, HardwareZone, and Notebookcheck. The methodology distinguished on-screen versus off-screen metrics to account for display scaling and compositor effects present in platforms such as Android (operating system), iOS, and Windows Phone. Test designers paid attention to driver optimizations and compiler behavior, issues also examined by research groups at institutions like MIT, Stanford University, and Carnegie Mellon University when studying GPU scheduling and power management.

Test Suites and Metrics

GLBenchmark's test suites included Egypt, Manhattan, T-Rex, and Pro lines (names used in media coverage), each tailored to different API features and shader complexity. Metrics produced were average frames per second, percentile frame times (e.g., 99th percentile), and raw frame counts over fixed intervals. Press used these metrics for comparative tables alongside competitors such as Basemark and GFXBench. The benchmarks exposed differences in driver robustness, shader precision, and texture compression handling; these topics were debated in forums like XDA Developers, discussed in professional outlets including ZDNet, and referenced by GPU architects at ARM Holdings and NVIDIA during optimization cycles.

Platforms and Versions

GLBenchmark ran on a broad array of platforms, with builds for Android (operating system), iOS, Symbian, MeeGo, and Microsoft Windows. Device tests covered hardware from manufacturers such as Apple Inc., Samsung Electronics, HTC Corporation, Sony Mobile, and LG Electronics. The suite kept pace with API revisions from the Khronos Group and adapted to vendor-specific driver idiosyncrasies, often prompting firmware and driver updates from makers like Qualcomm and Imagination Technologies. Journalists at The Verge and Gizmodo routinely published GLBenchmark results alongside battery-life and thermal measurements to provide holistic device appraisals.

Reception and Impact

GLBenchmark's impact was multifaceted: it provided a common yardstick that influenced product positioning by companies including Qualcomm and NVIDIA, guided consumer expectations through media citations in outlets such as Engadget and CNET, and informed academic inquiry into mobile graphics throttling and power-performance trade-offs at universities like Georgia Institute of Technology and University of Cambridge. Critics pointed out potential pitfalls when synthetic benchmarks were over-interpreted, a critique echoed in articles from Wired (magazine), The New York Times, and Bloomberg News. Nevertheless, GLBenchmark helped catalyze improvements in GPU drivers, shader compiler behavior, and cross-platform graphics tooling, leaving a legacy evident in successor suites and in benchmarking practices across technology journalism and engineering.

Category:Benchmarking software Category:Graphics software