shadermark 2.1 released

My eMachine notebook's 9600 @ 445/227 Cat 4.9:

Go RV350/M10!!!!

Code:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 117440512
HAL (pure hw vp): Radeon Mobility 9600 (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

results:
shader  1 (                                           Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
          (                                           Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader  2 (                                            Per Pixel Diffuse Lighting -   ps_2_0):	 219 fps	  4.5597 mspf	    1097 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_2_0):	 163 fps	  6.1408 mspf	     815 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_2_0):	 163 fps	  6.1380 mspf	     815 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_2_0):	 135 fps	  7.4207 mspf	     674 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_2_0):	 160 fps	  6.2380 mspf	     802 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_2_0):	 117 fps	  8.5113 mspf	     588 rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_2_0):	  70 fps	 14.3350 mspf	     349 rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_2_0):	 279 fps	  3.5885 mspf	    1394 rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_2_0):	 132 fps	  7.5527 mspf	     663 rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_2_0):	 118 fps	  8.4879 mspf	     590 rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_2_0):	  34 fps	 29.0173 mspf	     173 rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_2_0):	  35 fps	 28.2523 mspf	     177 rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_2_0):	  43 fps	 23.4215 mspf	     214 rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_2_0):	  58 fps	 17.3396 mspf	     289 rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_2_0):	  36 fps	 28.1227 mspf	     178 rendered frames
shader 17 (                             Per Pixel BRDF-Phong/Anisotropic Lighting -   ps_2_0):	  64 fps	 15.5719 mspf	     322 rendered frames

performance impact of heavy alpha blending


shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_2_0):	   8 fps	127.1618 mspf	      40 rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_2_0):	  19 fps	 53.1247 mspf	      95 rendered frames

performance impact of dynamic flow control

shader 20 (                                                         not supported)
shader 21 (                                                         not supported)

performance impact of floating point filtering

shader 22 (     High Dynamic Range Shader - low quality version without filtering -   ps_2_0):	  47 fps	 21.4452 mspf	     234 rendered frames
shader 23 (                                                         not supported)
shader 24 (                                                         not supported)

performance impact of multiple render targets

shader 25 (  Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes -   ps_2_0):	  26 fps	 38.5845 mspf	     130 rendered frames
shader 26 (   Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass -   ps_2_0):	  26 fps	 38.9683 mspf	     129 rendered frames

BTW, why can't the authors of Shadermark make a better result viewer or a more organized txt file!!! The CSV is a mess too!
 
swaaye said:
My eMachine notebook's 9600 @ 445/227 Cat 4.9:

Go RV350/M10!!!!

BTW, why can't the authors of Shadermark make a better result viewer or a more organized txt file!!! The CSV is a mess too!

I'am only one guy, sorry. But time is the critical factor.....
If anyone would like to contribute some exporter code(win32 c / c++, or a lib/dll) I will include it a patch.

I'am already working on version 3.0 (DirectX 9 HLSL + OpenGL GLSL)....
Thomas
 
tb said:
swaaye said:
My eMachine notebook's 9600 @ 445/227 Cat 4.9:

Go RV350/M10!!!!

BTW, why can't the authors of Shadermark make a better result viewer or a more organized txt file!!! The CSV is a mess too!

I'am only one guy, sorry. But time is the critical factor.....
If anyone would like to contribute some exporter code(win32 c / c++, or a lib/dll) I will include it a patch.

I'am already working on version 3.0 (DirectX 9 HLSL + OpenGL GLSL)....
Thomas


I wouldn't post this if you didn't say you were looking for help... But since you are, how about getting help for making better art? Well I haven't tested this newest shadermark yet, but unless I'm wrong, you're basically putting shaders on simple sphere objects.

Now wouldn't it be nice to have a furry bunny instead of furry ball, a nice reflective car instead of nice reflective ball, etc?

This would probably make the benchmark a lot more popular. Now don't get mad at me, just wishful thinkinging here :)
 
If anyone would like to help with the art stuff (textures, objects) or with the result exporter they can drop me a mail thomas@tommti-systems.com - because I'am now starting to build the engine/framework for the 3.0 version.

Thomas
 
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