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#1 |
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Member
Join Date: Feb 2002
Posts: 863
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USER INFO
Country: United States 3DMARK2001 PROJECT FILE PROJECT Name My Benchmark Description Registration Name Registration Key 3DMark Version 300 DISPLAY Platform Xabre CPU Opimization D3D Hardware T&L Width 1024 Height 768 Depth 32 bit Z-Buffering 32bit Texture Format Compressed Buffering Double Refresh Rate Default FSAA Mode None OPTIONS Show Title Screens Yes Continuous Benchmark No Benchmark Run Count 1 Demo Sounds Enabled Yes Continuous Demo No Game Sound Effects Enabled Yes Game Music Enabled Yes Game Detail Level Low RESULTS 3DMark Score 6796 Game 1 Low Detail 124.5 Game 1 High Detail 42.7 Game 2 Low Detail 104.2 Game 2 High Detail 55.8 Game 3 Low Detail 104.2 Game 3 High Detail 50.9 Game 4 Nature 24.0 Fill Rate Single 440.3 MTexels/s Fill Rate Multi 1622.3 MTexels/s High Polygon Count 1 25.2 MTriangles/s High Polygon Count 8 7.8 MTriangles/s EMBM 43.7 fps DOT3 91.5 fps Vertex Shader 49.4 fps Pixel Shader 28.9 Advanced Pixel Shader DNR Point Sprites (crashed after APS haven't had a chance to run it) SYSTEM INFO System Info Version 2.2 Installation ID 0x00000000 OEM ID CPU INFO CENTRAL PROCESSING UNITS Manufacturer AMD Family AMD Athlon(tm) XP 1800+ Internal Clock 1.50Ghz Internal CLock Maximum 1.50 Ghz External Clock 0Hz Socket Designation Type <unknown> Upgrade <unknown> Capabilities MMX, CMov, RDTSC, 3DNow!, Extended 3DNow!, SSE Version N/A CPUID 0x00000662 CACHES Level 1 Capacity 128KB Type <unknown> Type Details <unknown> Error Correction Type <unknown> Associativity <unknown> Level 2 Capacity 256KB Type <unknown> Type Details <unknown> Error Correction Type <unknown> Associativity <unknown> DIRECTX INFO DirectX Version 8.1 DIRECTDRAWINFO DirectDraw Version 4.08.01.0881 DISPLAY DEVICES Description Primary Display Adapter Manufacturer SIS Name Xabre Total Local Video Memory 64MB Total Local Texture Memory 64MB Total AGP Memory 8MB Display Driver sisgr.drv Display Driver Version 4.13.01.3000 Driver WHQL Certified No Max Texture Width 2048 Max Texture Height 2048 Max User Clipping Planes 0 Max Active Hardware Lights 10 Max Texture Blending Stages 8 Textures in a Single Pass 4 Vertex Shader Version N/A Pixel Shader Version 1.3 Max Vertex Blend Matrices 0 Max Texture Coordinates 8 Vendor ID 0x1039 Device ID 0x0330 Sub-System ID 0x03301039 Revision 0x01 Texture Formats Pixel Format 32bit ARGB [8888] Pixel Format 32bit RGB [888] Pixel Format 16-bit RGB [565] Pixel Format 16bit RGB [555] Pixel Format ARGB [1555] Pixel Format ARGB [4444] Pixel Format FourCC [DXT1] Pixel Format FourCC {DXT2] Pixel Format FourCC [DXT3] Pixel Format FourCC [DXT4] Pixel Format FourCC [DXT5] 3D Capabilities: Hardware Transformation and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Environmental Mapped Bump Mapping, Environmental Mapped Bump Mapping with Luminance, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, TExture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Rendering to a Window, Mipmap LOD Bias Adjustment, Projected Textures, Volume Textures, Point Primitive Support, Full Screen Anti-Aliasing, DXT Compressed Textures |
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#2 | |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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What is their clockspeed and how many TMUs do they claim to have ?
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K- |
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#3 |
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Member
Join Date: Feb 2002
Location: Germany
Posts: 851
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What sort of OS did You use? If You use XP, did you find the same problems like tweakup reported, or was the performance the same as with Win2000?
Kristof, the Xabre400 has 4pipelines with 2TMU's each @ 250 MHz |
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#4 |
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Junior Member
Join Date: Feb 2002
Posts: 14
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It also seem to indicate 2 pipes at 220 MHz to me.
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#5 |
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Member
Join Date: Feb 2002
Posts: 863
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The OS used for this run was ME. I'll run XP tests after I play a bit of Morrowind with Pixel Shaders on
Kristof, 4 pipes 2 TMUs a pipe. Not sure on why I get these results for fillrate |
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#6 |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,664
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How much is this expected to cost? With Radeon 8500 64MB (250/275) going for $100, this has some tough competition.
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#7 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 5,155
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Total score is quite high for a budget chip and with what one must assume to be pretty immature drivers. My P4@1.7 and GF3 overclocked to 250/550 gives "only" a bit over 7100 with the latest reference drivers.
Nature score wasn't that hot maybe though, but does this thing have true hardware vertex shaders or is it done in software "hardware emulation" a bit like Kyro SE? No matter, this chip looks to be a winner if released to the right price and without too much in the way of software glitches and driver quirks. If not for any other reason than to light a fire under Nvidia's butt! *G* |
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#8 |
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Naughty Boy!
Join Date: Feb 2002
Posts: 1,444
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Their pixel shaders are not correctly supported in drivers yet. Thats why the seriouslly low scores in nature....
Considering these are alpha drivers... not to bad.. Id wager that withing a coupple months their card will be on par with an 8500 LE and GF3. Makes you wonder what they will release next.. Its looking more like they would be totally capable of releasing an ultra high-end part. Xabre 1000 Anyone |
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#9 |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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OK, I am confused here... the numbers and all the different specs for pipes and TMUs I have so far seen do not match up at all.
If the clockspeed is indeed 250MHz for this part then the **numbers** seem to indicate a part with 2 pipelines with 4 texture units. 250 MHZ equals a theoretical fillrate of 500, they achieve 440 which is 88% efficiency which is pretty much an OK ratio. The Multitexture rate is a whopping 1622 out of a theoretical 2000 or an efficiency rate of 81% which is very impressive. Thats the logical 2 pipes with 4 TMUs. If, however, we assume, the claimed, 4 pipes with 2 texture units then the pixel rate should be 1000 of which they achieve only 440 or a rate of only 44%, which is **very very poor** given that this 3D Mark test is very cache and fb write friendly. The texel rate number still makes sense since assuming 4 pipes with 2 units or 2 pipes with 4 units boils down to the same number. So we have 2 options : 1. They mixed up the concept of pipe and TMU in all their marketing talk. Meaning they say 4 pipes with 2 TMUs but they mean 2 Pipes with 4 TMUs. 2. Somehow only half their pipelines work when doing single texturing but they do work when multitexturing. 3. Something else. I personally think that having non-functional pipelines when sending out drivers for review or even preview is a big no-no... so IMHO its much more likely that they mixed up pipes and TMUs... Obviously there is still option 3. Calls for more investigation IMHO... K- |
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#10 |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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Ben can test Kristof's theory by firing up SS and checking whether is allows for more then 2 textures.
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#11 | |||
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Junior Member
Join Date: May 2002
Posts: 42
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Quote:
Vertex Shader - Programmable to vertex data - Can be emulated by CPU, P4 especially I guess it means they run the vertex shaders on the CPU, which makes sense for a low-cost chip, as they in most cases sit inside new computers with fast CPUs. Quote:
Quote:
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#12 | |
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Senior Member
Join Date: Feb 2002
Location: gjethus, Norway
Posts: 1,256
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Quote:
If this is correct, the card should get a ~1.5x speedup from simply reducing the frame/Z buffers from 32 to 16 bits. Also, I'd expect a substantial performance hit from using 32-bit rather than compressed textures as well. Another possibility is that the Xabre architecture is very poorly optimized for framebuffer reads, suffering lots of bus turnarounds all the time. This condition may require more specialized tests (beyond those of 3dmark2001) to detect. |
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#13 |
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Member
Join Date: Feb 2002
Posts: 863
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running some more tests . Quite interesting performance for their targeted segment really. Unfortunately, I have the feeling that with Ti4200s running $159 and R8500LEs starting to get to the $100 online prices they might have a hard time . But we'll see. There's apparently a lot of interest from people like Gigabyte, PowerColor, Triplex in this chip...
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#14 | |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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I noticed this in 3DMark output :
Quote:
We need a benchmark fillrate test with little pixel bw usage, say something drawing opaque quads with no Z write or compare, smallest bw usage per pixel (just an always write for colour) and then see if the score goes above 500Mpixels for single texture case. K- |
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#15 |
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Crazy coder
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The fillrate test in GL_EXT_reme would suffice for that.
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#16 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,679
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#17 | |
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Irregular
Join Date: Feb 2002
Posts: 1,170
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Quote:
So this might not be a disaadvantage after all. |
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#18 |
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Senior Member
Join Date: Mar 2002
Posts: 3,786
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I think its very possible that its 4 pipes with 2 TMU's on each. Remember the Geforce2 series? They had worse fill rate than the Radeon, with double the pipes and a higher clock. The Geforce2 Ultra had a theoretical 1000 Mpix/s fillrate, but only achieved about 350 in 3DMark2001. However, if SiS can do many texture per pass using loopback, they can greatly reduce the memory load because the texture bandwidth is very little for these tests, and the framebuffer bandwidth gets distributed over the number of loopback cycles.
SIS is new to high speed of 3D graphics, so they're bound to run into huge memory problems. Since its a value card, it probably wouldn't have much of the fancy texture caches or memory optimizations. 4 pipes with 2 TMU's each makes perfect sense. |
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#19 | |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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#20 | ||
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Senior Member
Join Date: Mar 2002
Posts: 3,786
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Quote:
http://www.digit-life.com/articles/g.../fr-single.gif The Geforce2 doesn't have loopback, however, so it can't get more than a multiple of 2 going to multitexturing. |
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#21 |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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Isn't standard test resolution 1024x768?
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#22 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,679
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#23 |
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Senior Member
Join Date: Mar 2002
Posts: 3,786
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Another indication of a rather crappy memory controller is how bad the Xabre is at dependent texture lookups. Look at the EMBM score. The current generation of video cards gets 3 times that score. The same goes for the pixel shader score. I know there is some math in the pixel shader (its a matrix multiply for a cube lookup), but the DOT3 score is fine, indicating a decent math engine.
Again, the argument I gave previously about the fillrate also points to a memory problem. I suppose things can change with another spin of silicon, but this usually just gets rid of bugs. This may be a DX8 video card, but it doesn't look like SiS really cared about a good implementation. The dependant texture lookups are pretty much the best part of pixel shaders. I suppose that'll be good news for RV250 when it comes out, assuming they both attack the same market (as SiS said). |
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