These results are not comparable with the HardForum 8800GTX results.
Test Rig:
Athlon64 3700 @ 2.7GHz (270*10)
2GB DDR 400 @ 245MHz
250GB Maxtor IDE drive
And of course, 8800GTS 640MB DDR3
------------------
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1680x1050) X8R8G8B8 (D24X8) vram used 169869312
HAL (pure hw vp): NVIDIA GeForce 8800 GTS (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: Pixel Shader 3_0
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s23e8
shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 1476 fps 0.6777 mspf 7379 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 1145 fps 0.8731 mspf 5728 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 1106 fps 0.9040 mspf 5532 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 954 fps 1.0480 mspf 4772 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 1166 fps 0.8575 mspf 5832 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 1051 fps 0.9518 mspf 5254 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 787 fps 1.2712 mspf 3934 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 1773 fps 0.5639 mspf 8868 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 1560 fps 0.6408 mspf 7804 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 1074 fps 0.9311 mspf 5371 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 649 fps 1.5397 mspf 3248 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 759 fps 1.3178 mspf 3795 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 919 fps 1.0876 mspf 4598 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 576 fps 1.7352 mspf 2882 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 515 fps 1.9418 mspf 2576 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 807 fps 1.2396 mspf 4035 rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 86 fps 11.6259 mspf 431 rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_3_0): 363 fps 2.7534 mspf 1817 rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 123 fps 8.1396 mspf 615 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 149 fps 6.7076 mspf 746 rendered frames
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 210 fps 4.7719 mspf 1048 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 210 fps 4.7711 mspf 1049 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 210 fps 4.7692 mspf 1049 rendered frames
performance impact of multiple render targets
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0): 191 fps 5.2277 mspf 957 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 192 fps 5.2104 mspf 960 rendered frames
Test Rig:
Athlon64 3700 @ 2.7GHz (270*10)
2GB DDR 400 @ 245MHz
250GB Maxtor IDE drive
And of course, 8800GTS 640MB DDR3
------------------
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1680x1050) X8R8G8B8 (D24X8) vram used 169869312
HAL (pure hw vp): NVIDIA GeForce 8800 GTS (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: Pixel Shader 3_0
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s23e8
shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 1476 fps 0.6777 mspf 7379 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 1145 fps 0.8731 mspf 5728 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 1106 fps 0.9040 mspf 5532 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 954 fps 1.0480 mspf 4772 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 1166 fps 0.8575 mspf 5832 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 1051 fps 0.9518 mspf 5254 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 787 fps 1.2712 mspf 3934 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 1773 fps 0.5639 mspf 8868 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 1560 fps 0.6408 mspf 7804 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 1074 fps 0.9311 mspf 5371 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 649 fps 1.5397 mspf 3248 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 759 fps 1.3178 mspf 3795 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 919 fps 1.0876 mspf 4598 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 576 fps 1.7352 mspf 2882 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 515 fps 1.9418 mspf 2576 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 807 fps 1.2396 mspf 4035 rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 86 fps 11.6259 mspf 431 rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_3_0): 363 fps 2.7534 mspf 1817 rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 123 fps 8.1396 mspf 615 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 149 fps 6.7076 mspf 746 rendered frames
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 210 fps 4.7719 mspf 1048 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 210 fps 4.7711 mspf 1049 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 210 fps 4.7692 mspf 1049 rendered frames
performance impact of multiple render targets
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0): 191 fps 5.2277 mspf 957 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 192 fps 5.2104 mspf 960 rendered frames