Intel Caught Cheating In 3DMark Benchmark
EconolineCrush writes "3DMark Vantage developer Futuremark has clear guidelines for what sort of driver optimizations are permitted with its graphics benchmark. Intel's current Windows 7 drivers appear to be in direct violation, offloading the graphics workload onto the CPU to artificially inflate scores for the company's integrated graphics chipsets. The Tech Report lays out the evidence, along with Intel's response, and illustrates that 3DMark scores don't necessarily track with game performance, anyway."
Thanks for telling all of us that the best measure of hardware's performance ingame is... to benchmark it with a game.
A bullet may have your name on it but splash damage is addressed "To whom it may concern."
On the one hand, a mechanism that uses the CPU for some aspects of the graphics process seems perfectly reasonable(whether or not it is a good engineering decision is another matter, and would depend on whether it improves performance under desired workloads, what it does to energy consumption, total system cost, etc.), so I wouldn't blame intel for that alone.
On the other hand, though, the old "run 3Dmark, then run it again with the executable's name changed" test looks pretty incriminating. Historically, that has been a sign of dodgy benchmark hacks.
In this case, however, TFA indicates that the driver has a list of programs for which it enables these optimizations, which includes 3Dmark, but also includes a bunch of games and things. Is that just an extension of dodgy benchmark hacking, taking into account the fact that games are often used for benchmarking? Or is this optimization feature risky in some way(either unstable, or degrades performance) and so only enabled for whitelisted applications?
If the former, intel is being scummy. If the latter, I'm not so sure. From a theoretical purist standpoint, the idea that graphics drivers would need per-application manual tweaking kind of grosses me out; but, if in fact that is the way the world works, and intel can make the top N most common applications work better through manual tweaking, I'm can't really say that that is a bad thing(assuming all the others aren't suffering for it).
Just look at the pics. Changing the name of the executable changed the results dramatically. The driver is apparently detecting when it's running a 3DMark (or some other specific apps) and switches to some other mode to boost its scores/FPS markings.
"In a 32-bit world, you're a 2-bit user. You've got your own newsgroup, alt.total.loser." -Weird Al
Intel fully admits that the integrated chipset graphics aren't that great. They freely admit that they offload rendering to the CPU in some cases. This isn't a secret.
And here I thought the whole point of not doing video on the CPU was to offload it to a dedicated chip!
Oh, ATI was one of the first to cheat on a graphics benchmark quack.exe anyone?
There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
Effectively dividing tasks among CPUs is not the issue here. They want to benchmark the GPU and they wanna make sure you don't enable optimizations that are targeted specifically for the benchmark which Intel was doing shamelessly.
Well, if the GPU becomes saturated, I could imagine the rest of the load spilling over to the CPU (one or many cores). Obviously the GPU is more efficient at video tasks, but if the video task is priority for the user, why not offload to the CPU as well? Makes sense to me.
If you do that for a benchmark app then you are not really testing (just) the performance of the graphics hardware, so turning on that optimization without disclosing it is probably not really a fair comparison of the hardware. To make it 'fair' you really need to make the benchmark app to be aware of the feature and be able to turn it on or off under software control, or at least know if it is enabled or not. I wonder if similar optimisations could be made to any 3D video driver...
In the real world, if the user wants high graphics performance and there are CPU cores doing nothing then like you said, offloading to them makes perfect sense.
I'm not defending Intel at all, but...
ATI's done it: http://www.xbitlabs.com/news/video/display/20030526040035.html
NVIDIA's done it: http://www.theinquirer.net/inquirer/news/1048824/nvidia-cheats-3dmark-177
They've probably done it several times in the past with other benchmarking software as well.
They're all dishonest. Don't trust anyone!
... aaaand ATI has done the same thing at least a couple of times.
The question is probably more easily answered if asked, "Who *doesn't* cheat?". http://www.xbitlabs.com/news/video/display/20030526040035.html
Fact: Everything I say is fiction.
linked at the bottom of that article but here (in German but screenshots speak for themselves), the quoted ATI rep basically admits it too by saying that they optimize for the best "visual experience" where that's some mix of visual fidelity, framerate, etc.
There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
Having used Intel graphics chips, I can't blame them for wanting to use the CPU instead.
Don't take life so seriously. No one makes it out alive.
Oh, ATI was one of the first to cheat on a graphics benchmark quack.exe anyone?
Oh this type of thing has been going on for a VERY long time. For example, there was the Chang Modification back in 1988 (It slowed down the system clock that was used as a timing base for the benchmark, resulting in higher benchmark scores).
Don't tell me to get a life. I had one once. It sucked.
That's not interesting. How do you plan to connect a non-Intel CPU to an Intel chipset with integrated graphics?
More data, damnit!
It's really hard to get 15% better performance without doing something underhanded unless your previous drivers were beta quality.
I used to work for a video card manufacturer and game and video developers often did totally retarded things which just happened to work on the cards they developed on but made the software run like crap on ours. We routinely had to implement workarounds for individual games to make them run properly on our cards.
One particular example which springs to mind -- I won't mention the developer or the game -- was an engine which used a feature which we supported in hardware but a certain other card manufacturer whose cards they used performed in software. Rather than configuring said feature once as they should have done, retarded developer repeatedly reconfigured it numerous times in the course of a single video frame, which required us to reconfigure the hardware every time -- slow as heck over an AGP bus -- whereas other card manufacturer just had to execute a few CPU instructions. We had to detect the game and disable our hardware support, so that we would fall back to software and run the retarded code much faster; in that instance there were places in the game where, far from a measly 15%, we'd literally be going from seconds per frame to numerous frames per second.
So it's quite possible to need to detect individual games or applications in order to work around retarded coding which cripples performance on your hardware. The line you shouldn't cross -- and which I don't believe we ever did -- was to render something other than what the developer intended, for example by detecting a shader used by a benchmark and replacing it with one that looked similar but didn't do as much work.
Similarly, the issue here is not Intel punting processing to the CPU when the GPU is overloaded, but the fact that they do so by detecting the name of the benchmark rather than by monitoring the GPU loading and dynamically switching between hardware and software so that it would work on any application. General optimisation is fine, workarounds for retarded developers are fine, but special optimisations for benchmarks which don't affect real applications is getting pretty close to the line.