ShaderMark NV40 vs R420

Lezmaka said:
Can explain what's different between all 3 6800 ultras? You said "the second 6800 Ultra (the one on the right) is the Extreme version" but there's three. So is the extreme version the one on the right or the middle one?

From left to right:
6800 GT, 6800 Ultra and 6800 Ultra Extreme
 
Ante P said:
Diplo said:
I have a feeling those tests aren't quite right, but need to do some checking...

They are wrong, I've updated them in an upcoming article:
FillrateTester.jpg


By the way the second 6800 Ultra (the one on the right) is the Extreme version.

It is interesting to note if you look at the differences in the PS2 benchmarks they almost line up perfectly with the clock disparity.

As for the PS 1.x benchmarks I have no idea wtf is going on there. Could it be a driver issue?
 
Does anyone know what's up with the memory controller? R3xx had much better efficiency, especially with multitexturing. I can only think of a few reasons:
- GDDR3 has a longer latency or something that wasn't entirely accounted for
- ATI had to sacrifice some FIFO sizes to keep the die size in check (which is only 1.5 times R3xx's die).
- The memory controller is tuned to actual game performance instead of the predictable patterns of theoretical tests

Can someone please run FillrateTester with the 9500 PRO? It has a bandwidth to fillrate ratio that's similar to the X800 XT, and I'd expect the X800 XT's numbers to be close to 4 times the 9500 PRO's numbers when fillrate or bandwidth bound. I've looked everywhere and can't find anyone with a 9500 PRO who has run it.
 
Could the low Multitexturing issue be down to either something odd with the hardware (not hiding latencies correctly or incorrectly sized cache etc etc) or some bug with the drivers on the revised architecture?
 
Our fillrate results are a bit different :
fillrate.gif


Some results on the X800Pro seem to be too low. ATI said me that the reason is probably a lack of optimisation of the memory access pattern on the X800Pro with the current drivers.
 
Tridam said:
Our fillrate results are a bit different :
fillrate.gif


Some results on the X800Pro seem to be too low. ATI said me that the reason is probably a lack of optimisation of the memory access pattern on the X800Pro with the current drivers.

what resolution, refreshrate and z-format are you running?

I'm running 1024x768, 60 Hz and 24 bit Z 8 bit stencil for all boards.

By the way what does the 16 bits Z "lockable" mean?
 
Ante P said:
Tridam said:
Our fillrate results are a bit different :
fillrate.gif


Some results on the X800Pro seem to be too low. ATI said me that the reason is probably a lack of optimisation of the memory access pattern on the X800Pro with the current drivers.

what resolution, refreshrate and z-format are you running?

I'm running 1024x768, 60 Hz and 24 bit Z 8 bit stencil for all boards.

By the way what does the 16 bits Z "lockable" mean?

1024x768 D24S8

I'm not sure but I think that the driver can use more than the app specified Z-buffer bits. When the format is lockable it means that the driver can't do that.
 
Ante P said:
Tridam said:
Our fillrate results are a bit different :
fillrate.gif


Some results on the X800Pro seem to be too low. ATI said me that the reason is probably a lack of optimisation of the memory access pattern on the X800Pro with the current drivers.
what resolution, refreshrate and z-format are you running?

I'm running 1024x768, 60 Hz and 24 bit Z 8 bit stencil for all boards.

By the way what does the 16 bits Z "lockable" mean?
Lockable means just that: The application is free to lock the Z buffer.
 
Mintmaster said:
Can someone please run FillrateTester with the 9500 PRO?
Code:
Fillrate Tester
--------------------------
Display adapter: RADEON 9500 PRO
Driver version: 6.14.10.6436
Display mode: 1024x768 A8R8G8B8 60Hz
Z-Buffer format: D24S8
--------------------------

FFP - Pure fillrate		1850.9	2047.7
FFP - Z pixel rate		1593.4	1879.6
FFP - Single texture		1215.3	1369.5
FFP - Dual texture		826.4	961.2
FFP - Triple texture		497.9	564.9
FFP - Quad texture		411.7	466.3
PS 1.1 - Simple			1073.1	1423.8
PS 1.4 - Simple			1073.1	1423.8
PS 2.0 - Simple			1073.1	1423.8
PS 2.0 PP - Simple		1073.1	1423.8
PS 2.0 - Longer			541.9	721.2
PS 2.0 PP - Longer		542.0	721.3
PS 2.0 - Longer 4 Registers	542.0	721.1
PS 2.0 PP - Longer 4 Registers	541.9	721.1
PS 2.0 - Per Pixel Lighting	136.2	181.44
PS 2.0 PP - Per Pixel Lighting	136.2	181.44

Second column is with the card clocked at 366/297 (my running config).
 
Looking at the pure fillrate test of the 9500 PRO, sinnce at 366/297 this test is bandwidth limited for a 8 pipes 128 bits card with these clocks, the efficiency is 2047 / ( 297 * 8 ) = 86%. For the X800 XT the efficiency is 70%.
There is a problem for sure.
Sorry for my bad english of course :oops:
 
Just ran shadermark again with the 61.11 drivers and I saw no improvement whatsoever

I do get artifacting (like when overclocking) in shadermark with the 6800 Ultra Extreme... not good
all games I've tried are fine though but it did crash once on my yesterday while in windows
I think the board I got doesn't really handle the new clockspeed....
 
Ante P said:
Just ran shadermark again with the 61.11 drivers and I saw no improvement whatsoever

I do get artifacting (like when overclocking) in shadermark with the 6800 Ultra Extreme... not good
all games I've tried are fine though but it did crash once on my yesterday while in windows
I think the board I got doesn't really handle the new clockspeed....

You could try ati tool and see whether that detects artifacts. The program wont be able to change your cards clocks seeming as it only supports AIT cards for overclocking, but it should be able to scan for artifacts at the speed you have the card at using its ps2.0 rotating cube.
 
dan2097 said:
You could try ati tool and see whether that detects artifacts. The program wont be able to change your cards clocks seeming as it only supports AIT cards for overclocking, but it should be able to scan for artifacts at the speed you have the card at using its ps2.0 rotating cube.

didn't get any artifacts there
I still get them in shadermark and 3dmarks03's mother nature as well (which is what I usually use to detect artifacts when overclocking)
 
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