8800GTS Shadermark Results

Tahir2

Veteran
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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

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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
 
Thanks. I suppose by not "directly comparable" you mean you're running a faster (and OC'ed) CPU and slightly different res?

The one thing that stands out is that the HDR shaders, 22-24, are similarly "capped" (relative to R580, which shows some variation among those shaders) but higher than mike686's GTX + A64 4000+ (apparently stock 2.4GHz). The framerate difference tracks pretty closely with the resolution difference (scores ~9.4% higher for a ~8.8% lower res).

Otherwise, his GTX beats your GTS, which is to be expected. I didn't check those ratios for CPU or res handicaps WRT the GTX, though.
 
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This made me smile:

aniso-8800-angle.jpg
 
ROFL someone picked a 45 degree angle on purpose. Not bad, but in all honesty you'll have an extremely hard time to see differences there in real time gaming.
 
Me either, other than "this one is faster than that one." I really wish the people providing these results would run something that matters....... like a game!

Working on it.. need a more powerful system to test this graphics card on.
 
Could you do cpu-scaling test? Use FEAR and Oblivion with, lets say, 3 different CPU-clocks so that we would see how cpu-dependant that really is.
 
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