Played sessions
Testing is done with Walnut's rating tool (walnut-rate, on the console): how ratings are made and submitted.
Same in every session: Walnut 0.1
The platform builds under it (2)
| Linux kernel | 6.12.111+ps3.747 Walnut's build |
|---|---|
| ps3rsx | 0.735+k6.12.111+ps3.747 Walnut's build |
| Date | Launcher | Game build | Platform builds that differ | Rules | Play | Ended | Picture | |
|---|---|---|---|---|---|---|---|---|
| 2026-10-25 | Sauerbraten | sauerbraten 0.819 | Mesa 26.2.4-1+ps3.819 | 1.0 | 6 min | crash | ok | Details |
| 2026-10-24 | Sauerbraten | sauerbraten 0.811 | Mesa 26.2.4-1+ps3.721 | 1.0 | 3 min | crash | ok | Details |
Download all sessions as CSV (one row per session, the aspects as columns)
Rating history
The rating on each version it was tested on, newest first: each row is rated from that version's sessions alone, under the newest rules those sessions have the data for.
Scripted benchmarks
Not rated: tests of driver and game changes. A script plays the same scene on the PS3 again and again (the desktop stopped, vsync off) to compare two builds of the game or of the graphics driver. The numbers say which build is faster; they never feed the medal.
How the script plays it: Sauerbraten, the real game: our `sauerbraten` launcher on our cube2 engine, with sauerbraten-data.
The recipe's full description
Sauerbraten, the real game (Cube 2: Sauerbraten, 2020 Edition): our `sauerbraten` launcher (fullscreen at the desktop's resolution, settings in ~/.sauerbraten) on our cube2 engine, with sauerbraten-data (the release's maps, textures, models, sounds; the licensed suite). The engine and its patches are the ones of the BananaBread recipe (bananabread's, Debian's cube2 + gamedb/engines/cube2/packages/cube2/patches): CPU skinning (gpuskel 0), textures compressed at upload (texcompress), the cheaper GL call patterns. Only the data differs. Settings go into ~/.sauerbraten/autoexec.cfg (run after config.cfg, so the player's saved fullscreen or vsync can't override them); the files are restored after the run. base: -l loads map "ot" (a stock Sauerbraten map: coop edit, the player at a start of the map, the pistol in hand) and the player stands still; a CubeScript (-x) counts frames for 30 s from 10 s after the first frame and prints "ps3bench: <n> frames in <ms> ms: <fps> fps, longest <ms> ms" (fps=, maxms=), then its own steady window, 60 s after the first frame for 120 s (STEADY_RE), and quits. One view's rendering once loading is over; a map with players and bots (the played session) costs more. Written without a PS3 run (2026-10-25): the first base run still has to confirm the map, the window and the numbers. A played session (session.sh, the game's rating/test.toml): the launcher alone, the main menu; the player picks a map and mode, and the map's "read map" line marks the first gameplay frame.
5 variants of the recipe
base stands for the game | the recipe as it is, without a variant |
|---|---|
complex | another map: the first run on the PS3 picks which stock map is the reference (SB_MAP via the variant) |
metl3 | - |
lean | the bundle meant to ship in the BananaBread tests (bananabread's recipe, variant lean): no water passes, low-detail shaders, models without bump, one dynamic light, compressed 512 textures, 22 kHz sound |
gpuskel | - |
No benchmark results recorded for it yet.