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After Effects CC (CUDA) The Ray-traced 3D project of an animated robot uses CUDA capable GPUs exclusively for rendering. After Effects CS6 and CC automatically use all NVIDIA GPUs to render the project -- assuming the model name of your GPU pre-exists in or is added to the AE Whitelist of "raytracer_supported_cards." (FASTEST = the LOWEST time in seconds.)
NOTE: The AE Ray-traced 3D animation we refer to as "robot" was provided courtesy of
Juan Salvo and
Danny Princz. Today, Danny has posted
a compilation of render times featuring up to three GPUs.
LuxMark Benchmark (OpenCL) This is a benchmark that works with all GPUs that support OpenCL. Furthermore, the latest version 2.1b2 supports multiple GPUs. We feature here the results from rendering the Room scene which is extremely complex (2,000,000+ triangles) and is available only on 64bit executables. Using OpenGL Driver Monitor, we confirmed that all installed GPUs were utilized in rendering. (FASTEST = HIGHEST number in thousands of samples per second.)
Motion 5 (OpenCL) It comes with various project templates. We use the 'Atmospheric - Open' 600 frame 1920x1080 template for our test. We time how long it takes to render the RAM Preview and then calculate the speed in frames per second. (LONGEST bar means FASTEST in Frames per Second.)
Photoshop CC (OpenCL) Using a 6000x4500 pixel image, we rendered a 500 pixel Iris Blur -- a filter that is accelerated by OpenCL capable GPUs. (SHORTEST bar means FASTEST time in seconds.)
Diablo III (OpenGL) -- "Evil is in its prime." Our lonely traveler is on the path to adventure stopping occasionally to zap the undead. Settings are 2560x1440 Fullscreen, vSync OFF, Best Quality, Anti Aliasing enabled. (LONGEST bar indicates FASTEST in frames per second.)
Civilization V (OpenGL) Using the Steam version and entering "-LeaderBenchmark" in the Properties > Set Launch Options, it runs through multiple animated sequences of the various World Leaders. Though it does not simulate real game play, it is GPU intensive. Resolution was 2560x1440 with FullScreen ON. Quality settings were on "Medium" with one exception -- Texture Quality was set to "High." vSync and High Detail Strategic View were both OFF. (LONGER bar means FASTER average in frames per second.)
Heaven Benchmark 4.0 (OpenGL) This benchmark walks and flies through 26 scenes of a village, a ship, and floating islands applying advanced ambient occlusion, volumetric clouds, and various lighting conditions with refraction. We used Extreme preset for our testing which specifies 1600x900 windowed resolution with 8x Anti-aliasing, Ultra Quality for Shaders and Textures, with Occlusion, Refraction, and Volumetric Shadows enabled. (LONGERmeans bar means FASTER AVERAGE frames per second.)