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GameTechBench GPU benchmark is already out!

and some anti-piracy measures would need to be considered
Why? That would only matter if you intend to charge money for your benchmark. In that case it would become a non-starter for many of us for that reason unless you make it a very affordable propitiation. Still, those of us who don't use Steam generally avoid it because of the DRM. If you're going to include DRM, of any kind, it's still a no-go.

Now to be fair, if it's affordable, I personally wouldn't at all mind buying a copy. However,I an never willing to pay for DRM. If it includes ANY form of DRM, internet access or "call-home-to-momma" functionality, it's a nonstarter for many of us.

Another option could be making only the limited free version available for distribution
You could do this. Or you could sell copies with a key system that is version specific and would only accept a key that is valid for that version.

To be fair though. Piracy isn't the big bad wolf it's made out to be. I have and use a number of utilities that have no DRM except an install key. I have pirated none of them. They are all paid for. And while I'm aware that some people do pirate software, most people pay for at least some of what they use.

Another thing to consider is that if your benchmark continues to improve AND you make it easy to install & use, the chances that people will pay for it go up dramatically.
 
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Why? That would only matter if you intend to charge money for your benchmark. In that case it would become a non-starter for many of us for that reason unless you make it a very affordable propitiation.
It's already paid, but very cheap. I don't know if there's regional Steam pricing in play, but here it costs BRL 14,79 (which is less than USD 3).
 
Why? That would only matter if you intend to charge money for your benchmark. In that case it would become a non-starter for many of us for that reason unless you make it a very affordable propitiation. Still, those of us who don't use Steam generally avoid it because of the DRM. If you're going to include DRM, of any kind, it's still a no-go.

Now to be fair, if it's affordable, I personally wouldn't at all mind buying a copy. However,I an never willing to pay for DRM. If it includes ANY form of DRM, internet access or "call-home-to-momma" functionality, it's a nonstarter for many of us.


You could do this. Or you could sell copies with a key system that is version specific and would only accept a key that is valid for that version.

Thank you for your post @lexluthermiester ,

Indeed, the full version is a paid version costing around €3-4 (the Free version is fully functional, but limited), as I was mentioning in my earlier posts when defining the approach. During the beta, the full version could be used freely, but that’s why they had an expiration date. I hope no one was unpleasantly surprised by this. If so, I apologize for it.

This is why an anti-piracy system is important (in this stage, at least) —without DRM (why not? Just out of curiosity, not very familiarized with DRMs)—but for that, it would at least require calling a web server to store the unique licenses, for example. Honestly, I don’t know how I could implement an internal and offline system that allows registering a single key only once. How would other copies of the game know that the key has already been activated? The truth is, I don’t know how it’s done, so I usually rely on a simpler system, like connecting to an online database. I understand the paranoia :)P) when it comes from unknown sources, but in this case, I don’t share it.

To be fair though. Piracy isn't the big bad wolf it's made out to be. I have and use a number of utilities that have no DRM except an install key. I have pirated none of them. They are all paid for. And while I'm aware that some people do pirate software, most people pay for at least some of what they use.

I partially agree. In my area, if it were simply "copy-pastable," I’m sure most people would distribute it among themselves and use it that way, if only for the straightforward ease of use, and then no one would "remember" to buy it. But well, it’s a doubt I’d rather not test for now. Sincerely, releasing my first game is a litle scary, and I feel I need to protect it for now (as when you buy a new car).


Another thing to consider is that if your benchmark continues to improve AND you make it easy to install & use, the chances that people will pay for it go up dramatically.

Sure! And I hope to make it more accessible in the future for those who don’t want it on Steam. At some point, I’ll care less about piracy and trust more in the good faith of users, but there’s still a way to go before that. For now, for example, it’s VERY important to me that users contribute their scores to the online database, which adds significant value. And for that, at least for now (I insist), since we are not too many users, it’s better not to scatter them but rather keep them concentrated—in this case, on Steam, for example.

That being said: in the future, when we have a large community and it’s no longer necessary to juggle things to consolidate scores and generate movement—when data always "stays alive" and updates quickly and easily—it will be much easier to release a free version without having to fight against piracy or struggle my mind. However, if I release a limited version now with X or Y features (some people wouldn't be happy), there would be no turning back. So, besides all of the above, I need to define it very well before doing that. And all that feedback first needs to be gathered from experience and user comments to make it as good as possible. Not to mention that before that, I still need to perfect the benchmark as much as possible and even add another map or two if I can.

In short, I’m keeping this in mind and I want to do it, but there are certain things that take priority, and my time and resources are limited. I wish I could do everything faster and with more money! (Just publishing it on Steam alone was $100, as example).

Thank you so much for reading this far, and I hope you all have the patience until the day comes. Thanks also for the patience you’ve had until now!
 
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I would pay $3 for this, just not on Steam...
 
Hello, I appreciate the work you put into this. I may consider buying this, but not as Steam. I would only purchase if it was self contained, without any third party hand in it. --> Click the exe and go kinda version.


thank you

Jay
 
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Hello, I appreciate the work you put into this. I may consider buying this, but not as Steam. I would only purchase if it was self contained, without any third party hand it. --> Click the exe and go kinda version.
Thank you Jay!

Understood too. I can't add any additional thoughts, but I will keep it in mind and try to face it as soon as possible.
 
Play it for free on STEAM , or buy the Pro version!

GameTech
is a benchmark based on Unreal 5 that aims to measure performance and verify stability on today's and tomorrow's modern PCs. Utilizing the most cutting-edge and innovative gaming technology, it leverages Lumen, Nanite, Virtual Textures, Virtual Shadowmaps, Metahumans... to present an environment that is as realistic, demanding, and optimized as possible, while prioritizing visual quality.


What's Lumen? A new global illumination system implemented in Unreal Engine 5 that, preferably using Ray Tracing, allows for dynamically and realistically lighting entire scenes, generating diffuse and occlusion shadows. This achieves a quality similar to what was previously obtained by baking the lighting, but instantly, albeit at a much higher cost.

What's Nanite? A new mesh rendering system that allows for displaying meshes with millions of polygons without heavily overloading the scene, though it has a high base cost. The meshes only show the necessary polygons on screen based on the pixel surface they occupy, allowing for "infinite" completely smooth and partial transitions, even along a single mesh.

There are several benchmarking modes:

  • Without Ray Tracing (Raster): Will use "Lumen Software" if the PC is not compatible with Ray Tracing, or if the user explicitly selects it. Included simply so that older or less powerful cards (within reasonable limits) can still be accommodated.
  • Ray Tracing: Will use "Lumen Hardware." The default standard gaming mode.
  • Path Tracing: Offline rendering of the highest quality. Will use a fixed image iteratively and a fixed resolution of Full HD so that VRAM size is less of a burden and focuses more on measuring performance itself. Additionally, this standardizes the result for all PCs.

(Very) minimum requirements for Lumen Software:
  • Windows OS
  • 1920x1080 (at least) display's native resolution
  • Internet connection (Date check)
  • 8GB RAM
  • GPU compatible with SM6 and DirectX12
  • GPU with 6GB of VRAM
  • GPU equivalent to GTX 1660 (1080p @ 20fps)

Minimum requirements for Lumen Hardware and Path Tracing:
  • Windows OS
  • 1920x1080 (at least) display's native resolution
  • Internet connection (Date check)
  • 16GB RAM
  • GPU compatible with SM6 and DirectX12
  • GPU with 8GB of VRAM
  • GPU equivalent to RTX 2060

Recommended requirements for Lumen Hardware and Path Tracing:
  • Windows OS
  • 1920x1080 (at least) display's native resolution
  • Internet connection (Date check)
  • 16GB RAM
  • GPU compatible with SM6 and DirectX12
  • GPU with 10GB of VRAM
  • GPU equivalent to RTX 3060



C&C are welcome! I can't wait to see your results!

Just bought it on Steam to support you! I'll add some results later :)
 
I'm good with $5 or $6.

I forgot to mention this earlier, portability is important as well.
Don't worry, that's implicit. But some technical challenges over there. If you have any idea about avoiding free distribution, It's always welcome!

Just bought it on Steam to support you! I'll add some results later :)
Thank you for your support @x4it3n ! :D Waiting to see your machine.
 
If you have any idea about avoiding free distribution, It's always welcome!
You're never going to stop that. The code crackers of the world will work their magic and their skill is unquestionable and nearly unmatched. There's nothing you can do to stop it. Instead of worrying about it too much, choose to trust that those who want your software will buy it. Keep it affordable. Include a key system that the program links internally to that way you can ban users who distribute their copies in the wild.

What many devs do and have seen success with is doing a multi-tier approach.

For Home/Personal users who just want to casually benchmark their personal system/systems, have a license/key that has a set lower cost. No strings or hoops to jump through, keep it smooth and easy for them. This will keep word-of-mouth in your favor with everyone.

For Business/Professional users who want to use the benchmark in a professional setting, have a license/key that affords a greater set of features and controls and at a higher cost. Create more strings attached and more hoops to jump through, but still keep it relatively smooth and easy to use. The reason is simple: using something to make a profit or to conduct business should always invoke a higher cost.

It will depend on the honor system of course, but in reality, most people who want something and are willing to pay for it generally do. Anyone who would steal from you would never be a paying customer regardless, so there is no reason to punish everyone for the potential actions of people you'd never make money from anyway.
 

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If not, AliExpress maybe? One is allowed to import the "D" series cards from China.
I'd be curious to know the whole cost... because with the import & tariffs, it might even be more expensive than the 5090 lol
 
I get this when I try to run it

Fatal Error.png
 
What are your specs and what drivers are you using? Is it the only app crashing?
Specs are in my system specs roll out and 24.12.1 and yes this is the only app crashing
 
Thank you all!
You're never going to stop that. The code crackers of the world will work their magic and their skill is unquestionable and nearly unmatched. There's nothing you can do to stop it. Instead of worrying about it too much, choose to trust that those who want your software will buy it. Keep it affordable. Include a key system that the program links internally to that way you can ban users who distribute their copies in the wild.

What many devs do and have seen success with is doing a multi-tier approach.

For Home/Personal users who just want to casually benchmark their personal system/systems, have a license/key that has a set lower cost. No strings or hoops to jump through, keep it smooth and easy for them. This will keep word-of-mouth in your favor with everyone.

For Business/Professional users who want to use the benchmark in a professional setting, have a license/key that affords a greater set of features and controls and at a higher cost. Create more strings attached and more hoops to jump through, but still keep it relatively smooth and easy to use. The reason is simple: using something to make a profit or to conduct business should always invoke a higher cost.

It will depend on the honor system of course, but in reality, most people who want something and are willing to pay for it generally do. Anyone who would steal from you would never be a paying customer regardless, so there is no reason to punish everyone for the potential actions of people you'd never make money from anyway.

That's sounds interesting! However, that would need internet connection to somehow validate the keys, right?

Specs are in my system specs roll out and 24.12.1 and yes this is the only app crashing

Hi @Athlonite ! Sorry to read that. It's a very rare error I have only seen from a couple of users. The other user, however, solved it himself (AMD related too):
I let by default AMD Anti Lag and AFMF who aren 't friend with the benchmark

Maybe it's just a symptom that something is not 100% fine, being very sensitive. Please, let me know if disabling those (and any other) 'tricks' helps.

Regards!
 
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@miguel1900 will you now reveal the 9070 and XT scores?
 
However, that would need internet connection to somehow validate the keys, right?
Not really. You integrate a checksum for each key that needs to match a set of parameters that the binary checks against internally. If the key does not match that checksum(or whatever encryption scheme you choose to use), the binary rejects it and you have the basic limited version load for the user. No internet needed. Lots of devs use this kind of scheme to positive effect.
 
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Thank you @lexluthermiester . One last thing, please: how would you make that key/license be usable once or in only one PC? I have thought, based on your scheme, about making it only valid for a unique PC 'signature' (also coded into the internal checksum algorithm, to validate it if the key matches the buyer's PC), however, this would be a little slow because I would need to have a private keygen, receive the user's PC 'signature' (he should need to use another little software to generate it and report it to me), and I would be able to generate the key for him, so the user's should wait for my response, and responses are always slow, if someone wants to use it on the fly. But maybe you know an easier/faster approach.

Thank you again!
 
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