HeavenBench is a CPU and GPU benchmark for Linux, Windows, macOS on Apple Silicon and Android. Take a tour through the floating islands and medieval village of the original Unigine Heaven scene, compare hardware performance, or explore the world at your own pace.
Captured in HeavenBench on Linux with Vulkan, Visual Ultra and the enhanced 4K texture pack enabled, at 1920×1080.
Downloads: HeavenBench 1.1.0 for Linux, Windows, macOS and Android, with separate experimental Linux FSR 3.1 and Windows FSR/DLSS-adapter packages. Generation remains off by default. The Android APK is development-signed with a different certificate from published 1.0.1 and cannot update that installation in place; back up imported assets and user data before uninstalling and reinstalling. Release readiness records package verification and remaining rendering/device limitations. See the changelog for the development history.
The macOS download requires Apple Silicon (M1 or newer) and macOS 15+. It is ad hoc signed, without notarization, and full rendering on a physical Mac remains unverified. See macOS setup and launch instructions.
Watch the 9-minute-30-second showcase in 4K on YouTube: rendering features, comparisons, benchmark reports, the microprofiler and Android controls. Cinematic sequences are offline rendered; their playback frame rate is not measured benchmark performance.
- CPU and GPU benchmarking: a repeatable CPU workload and a 26-scene camera tour, with Overall, CPU and GPU scores, FPS and frame-time statistics.
- Optional 2K and 4K assets: use enhanced texture packs alongside the original assets, with selectable Original, High 2K and Ultra 4K quality. These are generated high-resolution textures; see the texture extension guide for preparation and compatibility.
- Modern materials and lighting: physically based shading, reflective and emissive lamp glass, clear coat, anisotropy, subsurface shading, environment lighting, soft shadows and contact shadows.
- Reflections and post effects: screen-space reflections and indirect lighting, ambient occlusion, bloom with lens dirt, depth of field, anti-aliasing and color grading.
- Day, night and weather: a procedural sky with the Moon and stars, moonlight, night-time street lamps with soft local halos, volumetric clouds and fog, sun rays, rain, splashes and wet surfaces.
- An animated world: wind-driven grass and dense foliage, animated meshes, cloth and rope simulation, lit smoke, particles, heat haze and view-dependent lamp flares.
- Adjustable geometry and quality: rendering presets, displacement and tessellation levels, GPU instancing and skinning, and settings labels indicating estimated CPU, GPU and memory impact.
- Responsive loading: background scene preparation with stage text and a progress bar, plus reusable geometry caches.
- Reports and diagnostics: saved JSON and self-contained HTML benchmark reports, a live CPU/GPU microprofiler with exportable task timelines, and isolated rendering test scenes using simple objects and real scene meshes.
- Experimental frame generation: separate optional Vulkan FSR 3.1 packages for Linux/Windows and a Windows DLSS adapter, with separate render/presentation counters and diagnostic, unscored tours. Generation defaults off; proprietary NVIDIA runtime plugins are supplied separately and NVIDIA runtime execution remains untested. See requirements, build options and validation limits.
- Desktop and Android controls: free exploration, accessible benchmark cancellation and settings, plus Vulkan rendering, an OpenGL fallback and HDR10 output on compatible native-Wayland Linux displays.
The rendering feature guide describes presets, supported effects and their limits. Rendering updates, features and texture choices change the workload; compare benchmark results using matching application versions and settings.
HeavenBench uses the original Heaven scene assets, which are supplied separately from the application. Prepare the shared assets.zip once, then use it on any supported platform.
- Follow Getting started to prepare the assets and launch the application.
- Choose Benchmark on desktop or Run benchmark on Android. Choose Explore on Android to browse the scene without starting a scored run.
- Open the saved HTML report after a completed run. Compare results made with matching application and score versions, workloads and settings.
For source builds and package creation, see Building HeavenBench. The documentation index links controls, troubleshooting, rendering features and developer guides.
HeavenBench is developed by Gabriel Max. It builds on Google Filament and other open-source projects, and its asset tools grew from Luigi Auriemma's uniginex extractor. The original Heaven scene belongs to UNIGINE. See credits and third-party notices for acknowledgements and attribution.
Project changes are licensed under GPL-3.0-or-later. The original extractor retains its GPL-2.0-or-later notice; third-party code and assets keep their own licenses. Original, extracted and derived Heaven assets are not relicensed by this repository.

