X1800 is the odd one out of the X1000 line - it, and only it, does not support Fetch4.ANova said:The X1800 supports fetch4
X1800 is the odd one out of the X1000 line - it, and only it, does not support Fetch4.ANova said:The X1800 supports fetch4
ANova said:The X1800 supports fetch4, it does not support DF24, therefore it is not running fetch4 due to your requirements.
The CPU tests are proof of what can be "milked out of" dual cores if it is done properly. That was my point. I thought we were discussing the CPU tests only?Kombatant said:So, all in all, the overall score is a proof of concept of what would happen if developers head that way when they develop their games? Or am I getting this all wrong?
The CPU tests won't ever run at high fps since they run at fixed frame based rendering. I suggest that you take a peek at the whitepaper for more in-depth info about the CPU tests, and why they are as they are: http://www.futuremark.com/companyinfo/3DMark06_Whitepaper_v1_0_2.pdfinefficient said:Damn what kind of monster CPU do you need to get the CPU test running at over 1fps?
I feel like the the whole benchmark is really really high end compared to previous 3dmarks. I thought my PC was still in the high end (X2 4200 7800 GTX256) but not a single test was at watchable frame rates. The 3d tests are all bellow 15fps average and the CPU tests bellow 1fps.
It's a shame too. Because the graphics are really pretty. It's just not fun to watch at 15fps
We are discussing CPU scores, but they influence the overall score a great deal, hence my question. In any case, I believe you answered what I wanted to know, thanks for taking the time to do soNick[FM] said:The CPU tests are proof of what can be "milked out of" dual cores if it is done properly. That was my point. I thought we were discussing the CPU tests only?
The overall 3DMark score is calculated based on the CPU tests and the graphics tests. I think that everyone in this room also understand that what you see in 3DMark06 is something we don't really have in current games. 3DMark06 is an ahead looking benchmark, while still enabling today's hardware to run the benchmark and get comparable results. We are convinced that as soon as game developers have had enough time to optimize the CPU side of things in their games, we will see an increased performance with dual cores (some released games already proove this) which reflects with the score in 3DMark06.
Cheers,
Nick
This is not meant to be funny benchmark, but it end up being one!inefficient said:It's a shame too. Because the graphics are really pretty. It's just not fun to watch at 15fps
I'm not so sure how far ahead it's looking. It doesn't include parallax mapping (which has already been included in games like FEAR) or a decent level of dynamic flow control (which is one of the more important SM3.0 features). If I would say anything, 3Dmark06 seems more like a modern benchmark, not a future one. In that case (and at the risk of soundling like I just graduated from the [H] school of thought) modern games would serve as a better guide to graphics performance.Nick[FM] said:3DMark06 is an ahead looking benchmark...
Not only is dynamic branching a victim of R520's seriously tardy arrival, in a fashion that prevented devs from gaining any quality time with it, R520 is somewhat of a runt in terms of features - RV530 is reasonable evidence, with its Fetch4 support.ANova said:The X1800 supports fetch4, it does not support DF24, [...]
[...] and since the X1800 does not support D24X8 it has to fall back to R32F which has an impact on bandwidth. So tell me, how is 24 bit to 32 bit a fair comparison? It's apples to oranges. So while the 7800s are running well on 24 bit with PCF, the X1800 is being compared to it on 32 bit without any fetch4 or DFC support. Thus it is not a relevant test to compare the two's capabilities imo.
I'm no expert, but that appears to mean that XB360 already supports D24X8. Though whether it also supports Fetch4, I'm not clear.Additionally, the back buffer can be resolved to the DXT3A_AS_1_1_1_1 format and the depth-stencil buffer can be resolved to the 24:8 fixed-point or 24:8 floating-point formats
Ratchet said:I'm not so sure how far ahead it's looking. It doesn't include parallax mapping (which has already been included in games like FEAR) or a decent level of dynamic flow control (which is one of the more important SM3.0 features). If I would say anything, 3Dmark06 seems more like a modern benchmark, not a future one. In that case (and at the risk of soundling like I just graduated from the [H] school of thought) modern games would serve as a better guide to graphics performance.
dizietsma said:Applying AA once gets you off the standard run, in a standard run AA is not applied in 06, instead they have gone for higher resolution. Once you start changing the standard settings at all then in my view it is better to individually run tests and give frame rates rather than a score which is artificial anyway by it's very nature.
If the standard test had AA then this would be more of an issue.
David Kirk said:"It would be expensive for us to try and do it in hardware, and it wouldn't really make sense - it doesn't make sense, going into the future, for us to keep applying AA at the hardware level. What will happen is that as games are created for HDR, AA will be done in-engine according to the specification of the developer."
Jawed said:Not only is dynamic branching a victim of R520's seriously tardy arrival, in a fashion that prevented devs from gaining any quality time with it, R520 is somewhat of a runt in terms of features - RV530 is reasonable evidence, with its Fetch4 support.
Bouncing Zabaglione Bros. said:Hang on, wasn't dynamic branching demoed by Nvidia with their launch of NV40? Why is it that R520's late arrival stopped devs using dynamic branching, when Nvidia have been offering it for two product generations?
Dynamic branching should be in any forward looking benchmark, and would be a big advantage for ATI as they have spent a lot of transistors on it in R520/R580 - but for some reason Futuremark decided not to test this important aspect of newer SM3.0 hardware.
Mariner said:It strikes me that Futuremark's design decisions, however honestly conceived, penalise ATI's current high-end chip for not supporting Fetch4. On the other hand, the R5X0 series of chips are able to support AA + HDR, something no NVidia chip is able to do, yet these NVidia chips are not penalised in the same way.
AFAIK there are IP and usage issues related to PCF, though. IIRC the PCF operation is actually an SGI patent which NVIDIA inherited back when SGI transferred a bunch of technology and engineers to NVIDIA and NVIDIA implemented it after that. The actual PCF operation is atypical for any kind of previously documented texture operation in DX, but because it was included in the XBOX, and documented, developers started using it and then it also happended to "work" under DX. MS do openly talk about it now, but when the capability is undocumented and support kind of happens through osmosis it going to take time for a competitor to actually get in hardware (and do it in such a fashion that doesn't step on existing IP).Neeyik said:it also doesn't look good offering FETCH4 on your mid- and low-end models but not your top end (although this might change with the R520) when your nearest competitor offers PCF across the whole range to which it is appropriate.
With the jittered sampling from the shadowmaps I believe dynamic branching could be used to decide whether its in, out or on the edge of a shadow.Razor1 said:Well for the most part other then terrain, at least in the Futuremark art assets that can use dynamic branching to improve visuals by using parrallex occlusion mapping or similiar bump mapping ( and this is a minimal improvement in quality because as explained earlier parrallex amount will be too small to be appreciated), don't see where else it would be very useful.