Assuming that I'm doing everything right and all I'm doing when I render my scene is going through all the vertex arrays that I want to render, how many triangles should I expect to be able to render compared to the FLOPS of the GPU I am using?
In my particular case, I'm trying to asses if my OpenGL pipeline is entirely crap or somewhat decent. This requires benchmarks but also something to actually benchmark against.
My benchmark machine is based on a Ryzen 5 2400GE with an onboard Vega 11 GPU that has a Tpeak performance of 1.746 TFLOPS for 32 bit floats[1].
On my benchmark machine I am able to push about 33000000 triangles per second, with a vertex shader that does one 4x4 matrix multiplication and a fragment shader that simply sets a colour. The triangles are defined using vertex with a 3d position, a 2d texture coordinate (unused in this benchmark, but still part of the data) and an RGB colour. This result is based on rendering VBAs with 40000 triangles, 500 times per frame. Rendering a frame takes about 0.5 seconds.
[1] https://www.techpowerup.com/gpu-specs/radeon-rx-vega-11.c3054