Fern
Member
Hello all! Since GM:S 2.0 Beta just came out, I wanted to do some tests concerning performance for all of you who were wondering what the difference would be like.
Please note that I was running background applications during the time – however, these were not closed throughout the test and remained consistent.
PC Specs:
CPU – AMD FX 9590
GPU – EVGA GeForce GTX 970
RAM – 8GB of Crucial RAM at 1600Mhz
Main Drive – Crucial M500 120GB SSD
Constants:
Room speed was 30 in all tests
Background programs open
PC Specifications
Instances/Versions of GMS 1.x and GMS 2.x used
General Compute Performance Test:
Procedure:
Instantiate (X) amount of empty objects with a 64x64 sprite
Wait 5 frames (to offset initial frame drop)
Begin averaging the FPS for 12 seconds (Real-Time, not based on frames)
Results (in average FPS):
X=10,000
GMS 1.0: 226
GMS 2.0: 278
X=20,000
GMS 1.0: 99
GMS 2.0: 113
X=50,000
GMS 1.0: 58
GMS 2.0: 72
Graphics Performance Test:
Procedure:
Draw (X) amount of 64x64 sprites every step
Wait 5 frames (just to keep the procedures more consistent and offset any potential burst drops)
Begin averaging the FPS for 12 seconds (Real-Time, not based on frames)
Results (in average FPS):
X=50,000
GMS 1.0:63
GMS 2.0: 79
X=100,000
GMS 1.0: 33
GMS 2.0: 40
Conclusion:
In every single test we conducted, there was a difference between GMS 1.x and 2.x average frames per second. After averaging the ratios of the General Compute test results, we get an almost exact 20% improvement when using GMS 2.x. After averaging the ratios of the Graphics test results, we get a perfect 23% improvement while using GMS 2.x over GMS 1.x.
I hope you benefited from this in some way – I still can't believe YoYoGames announced it this early!
Best Wishes,
@Seabass (The Human) & @Shadow Gamer
PS:
I may have screwed around with this prior to me closing the projects but the base code should be there for both. Easy way to benchmark what it is capable of.
https://www.dropbox.com/s/vje1wgy1o6dhhw7/GMS Benchmark.zip?dl=0
Collision Benchmarks: https://forum.yoyogames.com/index.php?threads/gms-2-0-vs-gms-1-0-collisions.11927/
Please note that I was running background applications during the time – however, these were not closed throughout the test and remained consistent.
PC Specs:
CPU – AMD FX 9590
GPU – EVGA GeForce GTX 970
RAM – 8GB of Crucial RAM at 1600Mhz
Main Drive – Crucial M500 120GB SSD
Constants:
Room speed was 30 in all tests
Background programs open
PC Specifications
Instances/Versions of GMS 1.x and GMS 2.x used
General Compute Performance Test:
Procedure:
Instantiate (X) amount of empty objects with a 64x64 sprite
Wait 5 frames (to offset initial frame drop)
Begin averaging the FPS for 12 seconds (Real-Time, not based on frames)
Results (in average FPS):
X=10,000
GMS 1.0: 226
GMS 2.0: 278
X=20,000
GMS 1.0: 99
GMS 2.0: 113
X=50,000
GMS 1.0: 58
GMS 2.0: 72
Graphics Performance Test:
Procedure:
Draw (X) amount of 64x64 sprites every step
Wait 5 frames (just to keep the procedures more consistent and offset any potential burst drops)
Begin averaging the FPS for 12 seconds (Real-Time, not based on frames)
Results (in average FPS):
X=50,000
GMS 1.0:63
GMS 2.0: 79
X=100,000
GMS 1.0: 33
GMS 2.0: 40
Conclusion:
In every single test we conducted, there was a difference between GMS 1.x and 2.x average frames per second. After averaging the ratios of the General Compute test results, we get an almost exact 20% improvement when using GMS 2.x. After averaging the ratios of the Graphics test results, we get a perfect 23% improvement while using GMS 2.x over GMS 1.x.
I hope you benefited from this in some way – I still can't believe YoYoGames announced it this early!
Best Wishes,
@Seabass (The Human) & @Shadow Gamer
PS:
I may have screwed around with this prior to me closing the projects but the base code should be there for both. Easy way to benchmark what it is capable of.
https://www.dropbox.com/s/vje1wgy1o6dhhw7/GMS Benchmark.zip?dl=0
Collision Benchmarks: https://forum.yoyogames.com/index.php?threads/gms-2-0-vs-gms-1-0-collisions.11927/
Last edited: