--- name: vne-gpu-benchmark description: > Vet a GPU speedup or regression before reporting it. Same scene, camera, and resolution; warmup; repeat; name the limiter (submit, bandwidth, overdraw, or the pass). Use for volume isosurface, splat sort, OIT, or any frame-time claim. --- # GPU Benchmark Checklist Do not trust, report, or act on a GPU timing number until this checklist passes. ## 1. Same work - Same scene, camera, and resolution. - Same backend and validation settings (validation off for timing runs). - Same power / thermal state when comparing device runs (desktop vs headset). ## 2. Method - Warmup frames before measuring. - Repeat enough times to see variance; report median or mean with a note on spread. - Prefer end-to-end frame time the user feels, plus a pass timer when isolating a hypothesis. ## 3. Name the limiter Say which one the number is measuring: | Limiter | Symptom | |---------|---------| | Submit / CPU | GPU idle while CPU queues work | | Bandwidth | Large buffers or textures; bandwidth-bound copies | | Overdraw | Fill-rate heavy; order-independent transparency, volumes | | The pass itself | Compute or raster cost inside one named pass (isosurface, splat sort) | If you cannot name the limiter, the number is not ready to guide a change. ## 4. Examples - Volume isosurface: fix camera, volume, and iso value; compare before/after on one backend. - Splat sort (vne3dgs when GPU lands): same splat count and view; separate sort time from raster time. ## 5. Report Include: scene id, resolution, backend, warmup count, repeat count, before/after (or absolute), and the limiter. Reject claims that skip any of these.