Looks like we have our first sampling of shadermark on G80:
video mode / device info
(1600x1200) X8R8G8B8 (D24X8) vram used 168820736
HAL (pure hw vp): NVIDIA GeForce 8800 GTX (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): 1860 fps 0.5376 mspf 9304 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 1426 fps 0.7011 mspf 7134 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 1375 fps 0.7272 mspf 6878 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 1178 fps 0.8487 mspf 5894 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 1455 fps 0.6875 mspf 7276 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 1303 fps 0.7672 mspf 6520 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 967 fps 1.0339 mspf 4838 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 2188 fps 0.4571 mspf 10942 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 1984 fps 0.5041 mspf 9922 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 1335 fps 0.7491 mspf 6677 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 808 fps 1.2372 mspf 4043 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 929 fps 1.0762 mspf 4648 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 1152 fps 0.8679 mspf 5763 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 720 fps 1.3883 mspf 3603 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 630 fps 1.5884 mspf 3149 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 995 fps 1.0054 mspf 4975 rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 101 fps 9.8773 mspf 507 rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_3_0): 446 fps 2.2400 mspf 2233 rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 168 fps 5.9452 mspf 842 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 201 fps 4.9859 mspf 1004 rendered frames
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 192 fps 5.2104 mspf 960 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 192 fps 5.2124 mspf 960 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 192 fps 5.2104 mspf 960 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): 255 fps 3.9185 mspf 1277 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 257 fps 3.8911 mspf 1286 rendered frames
video mode / device info
(1600x1200) X8R8G8B8 (D24X8) vram used 168820736
HAL (pure hw vp): NVIDIA GeForce 8800 GTX (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): 1860 fps 0.5376 mspf 9304 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 1426 fps 0.7011 mspf 7134 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 1375 fps 0.7272 mspf 6878 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 1178 fps 0.8487 mspf 5894 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 1455 fps 0.6875 mspf 7276 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 1303 fps 0.7672 mspf 6520 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 967 fps 1.0339 mspf 4838 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 2188 fps 0.4571 mspf 10942 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 1984 fps 0.5041 mspf 9922 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 1335 fps 0.7491 mspf 6677 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 808 fps 1.2372 mspf 4043 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 929 fps 1.0762 mspf 4648 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 1152 fps 0.8679 mspf 5763 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 720 fps 1.3883 mspf 3603 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 630 fps 1.5884 mspf 3149 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 995 fps 1.0054 mspf 4975 rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 101 fps 9.8773 mspf 507 rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_3_0): 446 fps 2.2400 mspf 2233 rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 168 fps 5.9452 mspf 842 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 201 fps 4.9859 mspf 1004 rendered frames
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 192 fps 5.2104 mspf 960 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 192 fps 5.2124 mspf 960 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 192 fps 5.2104 mspf 960 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): 255 fps 3.9185 mspf 1277 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 257 fps 3.8911 mspf 1286 rendered frames