8800GTX Shadermark results

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I wonder. Does it mean that nVidia has implemented an on-the-fly trilinear filtering technique? Or are the texture units just meant to perform two bilinear filters per clock? The first could be good for image quality/performance ratios (though the image quality will be somewhat lower than "true" trilinear, it should be much better than brilinear). The second would be a good optimization for anisotropic filtering, though nobody should expect trilinear to be free with AF enabled in that case.

Edit:
There is a third, much worse option: trilinear filtering isn't actually being enabled. I hope this isn't the case, but it is possible.
 
The other possibility is simply that the rate at which you can filter is uncoupled from the rate at which you can calculate texture addresses. (e.g. you can only calculate N texel addresses per cycle, but have 2N filtering units, then trilinear is "free" in the sense that if you don't enable it, you have bilinear units potentially going to waste)
 
The other possibility is simply that the rate at which you can filter is uncoupled from the rate at which you can calculate texture addresses. (e.g. you can only calculate N texel addresses per cycle, but have 2N filtering units, then trilinear is "free" in the sense that if you don't enable it, you have bilinear units potentially going to waste)
Yeah, that's kind of along the lines of what I was thinking. But now that you say it like that, it makes some sense that this might possibly be true free trilinear. Anyway, I'm really excited about this architecture...definitely looks like lots of interesting changes!
 
I wonder. Does it mean that nVidia has implemented an on-the-fly trilinear filtering technique? Or are the texture units just meant to perform two bilinear filters per clock? The first could be good for image quality/performance ratios (though the image quality will be somewhat lower than "true" trilinear, it should be much better than brilinear). The second would be a good optimization for anisotropic filtering, though nobody should expect trilinear to be free with AF enabled in that case.

I still haven't fully understood the texturing unit organization on G80, but if the first possibility should be real, remind me to give you a virtual kick in the butt for past conversations related to single cycle trilinear we had.

Edit:
There is a third, much worse option: trilinear filtering isn't actually being enabled. I hope this isn't the case, but it is possible.

Uhmmmm LOL I doubt that ;)
 
Edit:
There is a third, much worse option: trilinear filtering isn't actually being enabled. I hope this isn't the case, but it is possible.

Ah, c'mon. Dogs and cats living together, frogs from the sky, John Reynolds chaining himself to the front doors of NV headquarters. . . . just thinking "not so much" there, Chal. (Well, okay, maybe JR would chain David Kirk to the doors. . .but there'd be chains and doors!)
 
Well, he could be right:

from ArchMark test methods page said:
Any positive mipmap LOD bias, or an extreme (-6) negative LOD bias will effectively disable trilinear filtering for large portions of the screen during this test. LOD bias driver controls should be set to their defaults (zero) for meaningful results.
 
Well, he could be right:

Unless a bug has slipped into a driver, all drivers ARE usually set to a default "0" LOD bias. At least up to G7x you COULD NOT alter the MIPmap LOD bias values unless you used a 3rd party application like Rivatuner.

There's of course also the clamp function (which should be gone on G80 since I don't see it's use anymore) which forces the application to stay on default 0 despite the application calling for negative LOD bias, but it's entirely irrelevant here too.
 
Looks like early-Z is improved as well. Anyone know what S and SCull refer to?

Edit: Nevermind - Stencil write and Stencil test.
 
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Do you have an 8800, Trini?

Heh, no I'm just bumming off of Mike's numbers like everyone else. Not even sure if I'm in the market for one. I'll be out of the country for most of December and January so I might as well wait for R600 :)
 
OK, folks!
It looks as ArchMark likes to throw out big bunch of numbers, so I've decided to put some order in the field and here is the result, with few gathered reference scores aside to the star of the day [G80]:

archmarkew6.png


p.s.: it was a real pain in the a** to collect and organize all the data in the chart, but I hope it worth. :p
 
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OK, folks!
It looks as ArchMark likes to throw out big bunch of numbers, so I've decided to put some order in the field and here is the result, with few gathered reference scores aside to the star of the day [G80]:

p.s.: it was a real pain in the a** to collect and organize all the data in the chart, but I hope it worth. :p

thanks! G80 looks phenomenal.
 
There's something wrong with the VS speed tests. Why is 1 point light as fast as 8 point lights?
 
p.s.: it was a real pain in the a** to collect and organize all the data in the chart, but I hope it worth. :p
You may like to note that some texture caches my report differently dependant on whether there's and L1 and L2 cache available.
 
Well, on NV's hardware the L1 cache is used to store only uncompressed TEX data, so who knows for sure?
AFAIK, the L2 size in NV40 is 8KB right for all quads, but G80 readings from ArchMark arouse some weird thoughts on this matter.
 
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