8800GTX Shadermark results

Discussion in 'Architecture and Products' started by Geeforcer, Nov 4, 2006.

Thread Status:
Not open for further replies.
  1. oeLangOetan

    Newcomer

    Joined:
    Nov 13, 2003
    Messages:
    76
    Likes Received:
    0
    Cat AI on high foces AFR and texture filtering optimisations.
    I see no reason to believe there are shader replacements going on. In normal games the single card tests show bigger gains with CatAI on high.
     
  2. ChrisRay

    ChrisRay <span style="color: rgb(124, 197, 0)">R.I.P. 1983-
    Veteran

    Joined:
    Nov 25, 2002
    Messages:
    2,234
    Likes Received:
    26
    It is my understanding that setting Cat A.I too "on" when using Crossfire turns on their profile system for AFR rendering. Some of those Crossfire scores are increased by over 130%, and I doubt that has anything to do with shader replacement.
     
    #22 ChrisRay, Nov 4, 2006
    Last edited by a moderator: Nov 4, 2006
  3. Skinner

    Regular

    Joined:
    Sep 13, 2003
    Messages:
    878
    Likes Received:
    12
    Location:
    Zwijndrecht/Rotterdam, Netherlands and Phobos
    Well, just for the fun, change "FEARXP" to "FEAR" with a single card (ATIXxxx), you well be amazed ;)
     
  4. russo121

    Regular

    Joined:
    Aug 27, 2003
    Messages:
    283
    Likes Received:
    4
    Everyone's saying the GPU is limited by the CPU, but, is the nvidia driver written to take advantage of the quad core from intel (or even dualcore)?
     
  5. BlizzardOne

    Newcomer

    Joined:
    Sep 29, 2006
    Messages:
    81
    Likes Received:
    6
    Location:
    North West UK
    Didn't nVidia write dual-core 'optimizations' or something into their drivers a number of moons ago? Not sure if it was just dual-core, or multi-core though.. perhaps somebody else remembers better :)

    And as an aside, does anyone know how much impact, if any, the CPU will have on the ShaderMark results?
     
  6. fellix

    Veteran

    Joined:
    Dec 4, 2004
    Messages:
    3,552
    Likes Received:
    514
    Location:
    Varna, Bulgaria
    Nvidia is using multi-threaded code only for the OGL path in their driver, AFAIK -- it offloads the driver calls to a separate thread, which isn't a big issue as the driver overhead for this API is much less than D3D, anyway.

    On the topic, the good and not so old R580 is still showing some respectable numbers in here.
    But just wait to see the SLi-ed GTX graphzilla numbers. :D
     
    #26 fellix, Nov 4, 2006
    Last edited by a moderator: Nov 4, 2006
  7. russo121

    Regular

    Joined:
    Aug 27, 2003
    Messages:
    283
    Likes Received:
    4
    Can we say going into multicore will not help in DX? Only increasing clock speed?
     
  8. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    No, multicore helps in D3D too. Just not as much right now. nVidia's current drivers are optimized for multicore in both D3D and OpenGL.
     
  9. fellix

    Veteran

    Joined:
    Dec 4, 2004
    Messages:
    3,552
    Likes Received:
    514
    Location:
    Varna, Bulgaria
    Glad to read that [for D3D] -- now all it's left is to feel it... somehow. :lol:
     
  10. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    Well, if you want to try, you can always disable the optimizations and see what the difference is. Instructions are in the driver release notes, on page 25 in the PDF for the latest version (93.71).
     
  11. alexsok

    Regular

    Joined:
    Jul 12, 2002
    Messages:
    807
    Likes Received:
    2
    Location:
    Toronto, Canada
    So, for the laymen among us, how do the results rank against the latest-and-greatest of current-gen cards?
     
  12. Pete

    Pete Moderate Nuisance
    Moderator Legend

    Joined:
    Feb 7, 2002
    Messages:
    5,777
    Likes Received:
    1,814
    Check BlizzardOne's handy chart a page back. You can't miss it, just look for the colors that aren't shades of blue. :)
     
  13. Moloch

    Moloch God of Wicked Games
    Veteran

    Joined:
    Jun 20, 2002
    Messages:
    2,981
    Likes Received:
    72
    Hardly, the 8800gtx is like close to twice as fast :p.
    Only looks bad for a per clock deal, as isnt the 8800gtx supposed to have like 128 alus or something like that?
     
  14. swaaye

    swaaye Entirely Suboptimal
    Legend

    Joined:
    Mar 15, 2003
    Messages:
    9,045
    Likes Received:
    1,119
    Location:
    WI, USA
    I wonder if these coming cards will have ATI and NV on a similar level of shader performance. R580 was stupidly ahead of G71. Sure to be fun!
     
  15. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    It was? Where? I only remember it being significantly ahead when dealing with floating-point textures and dynamic branching. I don't think it was ahead that much in general shader performance.
     
  16. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,059
    Likes Received:
    3,119
    Location:
    New York
    Not according to the B3D Rightmark numbers. Most people understandably bought into the "triple the shader powar!!" hype but G71 held its own typical shader usage. R580's threading and latency hiding mechanisms probably contributed significantly to performance.
     
  17. swaaye

    swaaye Entirely Suboptimal
    Legend

    Joined:
    Mar 15, 2003
    Messages:
    9,045
    Likes Received:
    1,119
    Location:
    WI, USA
    Well reading the GPGPU stuff convinced me that G71 was not R580's equal at all in shader math. But hey, I guess that could be as you said and that its advantages are just those specific tasks. Its advantages didn't really show up much in games, that's for sure.

    On the other hand, hopefully we'll see something more potent at the mid-range than the sad RV530 and disappointing RV560.
     
  18. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    GPGPU is typically heavy on floating point I/O, and that really hurt nVidia's performance. It doesn't look like an issue on the G8x now, though.
     
  19. Geeforcer

    Geeforcer Harmlessly Evil
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    2,320
    Likes Received:
    525
    Mike over at [H]orums has added Archmark and Fillrate tester results:

    Fillrate Tester
    --------------------------
    Display adapter: NVIDIA GeForce 8800 GTX
    Driver version: 6.14.10.9689
    Display mode: 1600x1200 R5G6B5 65Hz
    Z-Buffer format: D24S8
    --------------------------

    FFP - Pure fillrate - 11342.501953M pixels/sec
    FFP - Z pixel rate - 70649.945313M pixels/sec
    FFP - Single texture - 11223.582031M pixels/sec
    FFP - Dual texture - 8979.156250M pixels/sec
    FFP - Triple texture - 5981.024414M pixels/sec
    FFP - Quad texture - 4480.708008M pixels/sec
    PS 1.1 - Simple - 11297.077148M pixels/sec
    PS 1.4 - Simple - 11317.381836M pixels/sec
    PS 2.0 - Simple - 11324.293945M pixels/sec
    PS 2.0 PP - Simple - 11293.700195M pixels/sec
    PS 2.0 - Longer - 9287.584961M pixels/sec
    PS 2.0 PP - Longer - 9293.107422M pixels/sec
    PS 2.0 - Longer 4 Registers - 9481.595703M pixels/sec
    PS 2.0 PP - Longer 4 Registers - 9472.769531M pixels/sec
    PS 2.0 - Per Pixel Lighting - 3815.257813M pixels/sec
    PS 2.0 PP - Per Pixel Lighting - 3798.813232M pixels/sec

    Archmark

    ArchMark 0.50
    Driver GeForce 8800 GTX/PCI/SSE2/3DNOW! v2.1.0
    Resolution 1024x768 @ 59.97Hz
    Method Flush

    Fillrate
    --32 bits---------------------------------------
    Mode R8G8B8A8 Z24 S8
    Col 13.719 GPix/s
    Z 69.236 GPix/s
    ColZ 13.718 GPix/s
    ZPassColZ 13.381 GPix/s
    ZCullLEqual 142.161 GPix/s
    ZCullGEqual 80.114 GPix/s
    ZCullEqual 142.202 GPix/s
    S 54.562 GPix/s
    SCull 54.521 GPix/s
    ----stencil test passed-------------------------
    S 37.430 GPix/s
    ZFailS 29.489 GPix/s
    ------z test passed (LEQUAL)--------------------
    S 35.988 GPix/s
    ZS 29.503 GPix/s
    Col 13.630 GPix/s
    ColZ 12.900 GPix/s
    ColS 11.800 GPix/s
    ColZS 11.103 GPix/s



    --16 bits---------------------------------------
    Error no pixel format


    Bandwidth
    Mode R8G8B8A8 Z24 S8
    --available to buffer clears--------------------
    All 119.774 GB/s
    Color 82.869 GB/s
    ZAndStencil 212.239 GB/s
    Z 119.279 GB/s
    Stencil 81.311 GB/s

    Draw 101.835 GB/s
    BurnedByRAMDAC 188.663 MB/s
    Physical 102.024 GB/s

    Geometry
    Mode R5G6B5A0 Z0 S0
    --Plain vertices--------------------------------
    Fan 549.612 MTris/s
    List 191.424 MTris/s
    Clip 191.423 MTris/s

    --Vertex shading speed--------------------------
    LightD1 153.106 MTris/s
    LightP1 153.103 MTris/s
    LightP8 153.103 MTris/s


    Texturing
    Mode R5G6B5A0 Z0 S0
    --Textured fillrate-----------------------------
    ----Bilinear filter-----------------------------
    1 10.406 GPix/s
    2 7.152 GPix/s
    3 5.611 GPix/s
    4 4.548 GPix/s

    ----Trilinear filter----------------------------
    1 10.469 GPix/s
    2 7.186 GPix/s
    3 5.638 GPix/s
    4 4.571 GPix/s



    Readback
    Mode R8G8B8A8 Z24 S8
    --Whole buffer----------------------------------
    R8G8B8A8 190.578 MPix/s
    B8G8R8A8 336.463 MPix/s
    R8G8B8 218.928 MPix/s
    B8G8R8 227.864 MPix/s
    Zuint 192.135 MPix/s
    Zfloat 195.067 MPix/s
    S8 349.963 MPix/s

    --32x32 region----------------------------------
    R8G8B8A8 56.190 MPix/s
    B8G8R8A8 62.124 MPix/s
    R8G8B8 56.581 MPix/s
    B8G8R8 57.295 MPix/s
    Zuint 57.156 MPix/s
    Zfloat 58.188 MPix/s
    S8 59.711 MPix/s


    Texture cache
    Mode R8G8B8A8 Z24 S8
    RGBA 256B
    DXT5 128 kiB

    Tiling
    Mode R8G8B8A8 Z24 S8
    --preferred block alignment---------------------
    ----updating all buffers------------------------
    Width 8
    Height 2

    ----in color buffer-----------------------------
    Width 8
    Height 2

    ----in depth buffer-----------------------------
    Width 16
    Height 4

    ----in stencil buffer---------------------------
    Width 16
    Height 4
     
  20. Geeforcer

    Geeforcer Harmlessly Evil
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    2,320
    Likes Received:
    525
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...