Our expanded benchmark for Houdini adds GPU simulations and rendering. Kelly outlines what each tests for and how they apply to real-world workflows.


Our expanded benchmark for Houdini adds GPU simulations and rendering. Kelly outlines what each tests for and how they apply to real-world workflows.

The launch of the NVIDIA RTX Spark has inspired us to provide documentation about the state of Puget Bench for ARM devices.

We’re creating Puget Bench for Unreal Engine to evaluate modern workstation hardware for game development, virtual production, and content creation workflows.

Our first in-house benchmark for Houdini focuses on common simulation workflows and CPU performance, with plans to expand as testing evolves.

Saad Moosajee shares some of his hardware testing, experiences, and learnings from tackling the technical aspects of rendering and simulation in Houdini.
We have resumed benchmarking Reality Capture with a brand new benchmark. We look at what this new benchmark entails

Maxon announces new hardware requirements for both CPU and GPUs. How will this impact existing users, and those shopping for new systems?

Unreal Engine 5 offers some amazing features for game developers and film makers. How do we test for this workflows, and what features are coming to future Unreal Engine benchmarks.

PugetBench for Premiere Pro is getting a major overhaul in the 0.98 version. What has changed, and why are we making these changes?

For a long time here at Puget Systems, we have been putting together computer hardware recommendations for a wide range of applications. A lot of that advice is gathered from the far corners of the internet, by a range of different folks here within our company, but our Labs team delves especially deep into certain software and workflows. As such, we are beginning to brand some of our recommended systems with an additional “Labs Certified” status – and I wanted to take a moment to give you some details on why we are doing this and what it means for you, our customer.