OK, in lieu of the full B3D 5700 Ultra preview here are a few Shadermark and fill-rate tester comparison numbers to tide you over for the time being – not that the Shadermark I use if the full version so we can see the effect on these shaders using the new GeForce FX PS_2_a DirectX9 HLSL compiler.
(WRT to the preview, I am working on one and have done a substantial amount but I found didn’t get all the things I wanted to in and found a few little IQ niggles – rather than hitting the NDA time and doing a few updates there was still enough left to do to warrant holding back and publishing the entire thing)
Test System: Dave current test system
Radeon 9600 XT w Cat3.8, GeForce FX 5600/5700 Ultra w 52.16
ShaderMark 2.0
Shadermark 2.0 - 5600U (Flipchip) & 5700 U
Marko Dolenc's Fillrate Tester:
It would appear from this lot that the configutation of 5700 Ultra in terms of its fixed function pipelines is the same as 5600 - 4x1 in single / no texturing circumstances, but 2x2 in any multitexturing case, so it seems like only two of the pipelines are able to loopback and have any shader functionality as well.
We can see that the DX9 PS2 performance of 5700 Ultra is significantly improved from 5600 Ultra, well beyond the clock speed increases in some cases. This would suggest that NVIDIA have done exactly as they did do with NV35 over NV30, and changed the integer units to smaller float ops that help out with common PS2 instructions (not that the simple PS2 test is only at difference over the 5600, which is their clock rate differences) - the difference being that this time the 52.16 drivers are better able to make use of this extra functionality, where the 44.03 drivers couldn't really show it with nv35 initially. Note, that the DX8 performance also stay inline with the clock rate increases.
Note that in the Fill-rate tester results a couple of the PS2.0 results take a dump in performance in comparison to the 5600 Ultra - the PS2.0 Longer is 17% behind and the Longer 4 Reg case is the same performance (despite the extra FP performance in 5700 Ultra). this is like down to differences in register space.
Despite the improved PS2.0 performance they are still quite significantly behind ATI's "Pure" DX9 performance, and in the shadermark tests the new MS 2_a compiler for the FX series isn't making much of a difference - this likely suggests that the compiler optimiser that is now in the 52.16 drivers is already getting close to the performance of the HLSL compiled code in the first place, not not their optimal performance for Sahder Assembly reordering. Despite the 5700 being a new chip, entirely designed an built after DX9 was finalised they haven't altered the FX architecture at all do improve some of the missing areas - still no float buffer support and still no MRT's etc.
(WRT to the preview, I am working on one and have done a substantial amount but I found didn’t get all the things I wanted to in and found a few little IQ niggles – rather than hitting the NDA time and doing a few updates there was still enough left to do to warrant holding back and publishing the entire thing)
Test System: Dave current test system
Radeon 9600 XT w Cat3.8, GeForce FX 5600/5700 Ultra w 52.16
ShaderMark 2.0
Code:
9600 XT 5700 Ultra 5700 Ultra % Diff from 9600 XT
2_0 2_0 2_0 PP 2_a 2_a PP 2_0 2_0 PP 2_a 2_a PP
shader 2 152 67 79 67 79 -56% -48% -56% -48%
shader 3 105 44 56 44 56 -58% -47% -58% -47%
shader 4 107 -100% -100% -100% -100%
shader 5 86 38 45 38 45 -56% -48% -56% -48%
shader 6 112 42 63 42 63 -63% -44% -63% -44%
shader 7 97 39 54 39 54 -60% -44% -60% -44%
shader 8 85 -100% -100% -100% -100%
shader 9 77 19 30 20 31 -75% -61% -74% -60%
shader 10 155 83 84 83 84 -46% -46% -46% -46%
shader 11 135 68 72 68 72 -50% -47% -50% -47%
shader 12 92 35 45 35 45 -62% -51% -62% -51%
shader 13 74 20 34 20 33 -73% -54% -73% -55%
shader 14 74 27 44 27 42 -64% -41% -64% -43%
shader 15 89 26 46 26 46 -71% -48% -71% -48%
shader 16 50 21 31 22 32 -58% -38% -56% -36%
shader 17 9 3 5 3 5 -67% -44% -67% -100%
shader 18 68 13 26 14 26 -81% -62% -79% -100%
shader 19 17 -100% -100% -100% -100%
shader 20 36 -100% -100% -100% -100%
shader 21 40 -100% -100% -100% -100%
shader 22 23 -100% -100% -100% -100%
shader 23 40 -100% -100% -100% -100%
Shadermark 2.0 - 5600U (Flipchip) & 5700 U
Code:
2_0 2_0 PP 2_a 2_a PP
5600 5700 5600 5700 5600 5700 5600 5700
shader 2 35 67 91% 36 79 119% 35 67 91% 36 79 119%
shader 3 25 44 76% 27 56 107% 25 44 76% 27 56 107%
shader 5 20 38 90% 21 45 114% 20 38 90% 21 45 114%
shader 6 25 42 68% 27 63 133% 25 42 68% 27 63 133%
shader 7 22 39 77% 24 54 125% 22 39 77% 24 54 125%
shader 9 13 19 46% 16 30 88% 13 20 54% 17 31 82%
shader 10 39 83 113% 39 84 115% 39 83 113% 39 84 115%
shader 11 34 68 100% 34 72 112% 34 68 100% 34 72 112%
shader 12 18 35 94% 22 45 105% 18 35 94% 22 45 105%
shader 13 13 20 54% 17 34 100% 14 20 43% 17 33 94%
shader 14 18 27 50% 19 44 132% 18 27 50% 19 42 121%
shader 15 19 26 37% 21 46 119% 19 26 37% 21 46 119%
shader 16 12 21 75% 14 31 121% 13 22 69% 15 32 113%
shader 17 2 3 50% 3 5 67% 2 3 50% 3 5 67%
shader 18 7 13 86% 10 26 160% 7 14 100% 10 26 160%
Marko Dolenc's Fillrate Tester:
Code:
5700 % Diff from
Pixels/s 9600 XT 5600 5700 9600XT 5600
FFP Pure fillrate 1910.1 1563.2 1840.1 -4% 18%
FFP Z pixel rate 1893.4 1559.4 1833.3 -3% 18%
FFP Single texture 1650.8 1397.0 1545.1 -6% 11%
FFP Dual texture 928.0 750.7 785.0 -15% 5%
FFP Triple texture 573.0 346.3 382.2 -33% 10%
FFP Quad texture 420.3 235.6 265.4 -37% 13%
PS 1.1 Simple 977.2 398.0 469.3 -52% 18%
PS 1.4 Simple 977.2 368.5 434.6 -56% 18%
PS 2.0 Simple 977.2 250.9 295.9 -70% 18%
PS 2.0 PP Simple 977.2 250.9 439.8 -55% 75%
PS 2.0 Longer 493.7 151.0 126.0 -74% -17%
PS 2.0 PP Longer 493.7 151.0 222.4 -55% 47%
PS 2.0 Longer 4 Registers 493.7 123.3 123.8 -75% 0%
PS 2.0 PP Longer 4 Registers 493.7 151.0 292.6 -41% 94%
PS 2.0 Per Pixel Lighting 110.3 26.9 51.7 -53% 92%
PS 2.0 PP Per Pixel Lighting 110.3 28.0 62.7 -43% 124%
It would appear from this lot that the configutation of 5700 Ultra in terms of its fixed function pipelines is the same as 5600 - 4x1 in single / no texturing circumstances, but 2x2 in any multitexturing case, so it seems like only two of the pipelines are able to loopback and have any shader functionality as well.
We can see that the DX9 PS2 performance of 5700 Ultra is significantly improved from 5600 Ultra, well beyond the clock speed increases in some cases. This would suggest that NVIDIA have done exactly as they did do with NV35 over NV30, and changed the integer units to smaller float ops that help out with common PS2 instructions (not that the simple PS2 test is only at difference over the 5600, which is their clock rate differences) - the difference being that this time the 52.16 drivers are better able to make use of this extra functionality, where the 44.03 drivers couldn't really show it with nv35 initially. Note, that the DX8 performance also stay inline with the clock rate increases.
Note that in the Fill-rate tester results a couple of the PS2.0 results take a dump in performance in comparison to the 5600 Ultra - the PS2.0 Longer is 17% behind and the Longer 4 Reg case is the same performance (despite the extra FP performance in 5700 Ultra). this is like down to differences in register space.
Despite the improved PS2.0 performance they are still quite significantly behind ATI's "Pure" DX9 performance, and in the shadermark tests the new MS 2_a compiler for the FX series isn't making much of a difference - this likely suggests that the compiler optimiser that is now in the 52.16 drivers is already getting close to the performance of the HLSL compiled code in the first place, not not their optimal performance for Sahder Assembly reordering. Despite the 5700 being a new chip, entirely designed an built after DX9 was finalised they haven't altered the FX architecture at all do improve some of the missing areas - still no float buffer support and still no MRT's etc.