Ok, I ran ShaderMark version 1.6 with the 42.63 drivers on the GFFX with NoAA and NoAF at 1024x768x32, here are the results:
ShaderMark v1.6 - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (
http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): NVIDIA GeForce FX 5800 Ultra
benchmark info
DX9 mip filter reflections: on
mip filter reflections: on
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
582.84 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
572.49 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
282.81 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
85.65 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
63.06 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
85.30 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
68.67 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
87.93 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
70.37 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
94.75 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
74.59 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
79.36 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
64.62 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
83.26 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
67.44 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
70.74 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
58.72 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
59.77 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
49.34 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
70.73 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
59.08 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
71.81 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
59.59 fps
shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
33.54 fps
shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
28.07 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
33.57 fps
shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
35.50 fps