FX and PS 1.4, DX9 tests?

When i try to run shadermark 1.6a, i get a white screen adn then it crashes to desktop. the DX8 test does to...

Wierd. Im using the whql cat 3.0's.
 
Have you downloaded the Treasure Chest demo and inserted the Shadermark files and folders into the Treasure Chest directory?
 
Code:
ShaderMark v1.6a - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700/9500 SERIES
benchmark info
mip filter reflections: DX8

shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
178.17 fps

shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
176.99 fps

shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
165.37 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
150.88 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
143.92 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
161.82 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
157.25 fps

shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
169.10 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
164.14 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
172.71 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
174.12 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
159.48 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
154.91 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
135.17 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
133.30 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
95.52 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
93.62 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
131.42 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
127.07 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
140.33 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
137.41 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
134.70 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
131.65 fps

shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
81.68 fps

shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
64.48 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
80.99 fps

shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
85.92 fps

System:
P4 2.7GHz (150MHz FSB)
512MB DDR 400 2,7,3,3
Radeon 9700 Pro default speeds
Aniso off, AA off
 
WEll at least i can post my cool oversraw results ;)

Overdraw - Z-Reject Tester v1.5 - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700/9500 SERIES

benchmark info
bump mapping: on
compressed textures: on

overdraw: 6



texture size: 128
back to front
----------------------------------------------------------------------

1-pass: 172.59 fps 814.37 mio pixel/s 0.33 mio triangles/s
2-pass: 160.27 fps 882.01 mio pixel/s 0.61 mio triangles/s


50% back to front and 50% front to back
----------------------------------------------------------------------

1-pass: 204.51 fps 162.05 mio pixel/s 0.78 mio triangles/s
2-pass: 109.53 fps 257.39 mio pixel/s 0.84 mio triangles/s


front to back
----------------------------------------------------------------------

1-pass: 336.31 fps 264.64 mio pixel/s 0.64 mio triangles/s
2-pass: 205.42 fps 322.65 mio pixel/s 0.78 mio triangles/s


fill rate tests
texture layers: 0 pixel fillrate: 1252.25 mio pixel/s texel fillrate: 1252.25 mio texel/s
texture layers: 1 pixel fillrate: 1249.69 mio pixel/s texel fillrate: 1249.69 mio texel/s
texture layers: 2 pixel fillrate: 1111.50 mio pixel/s texel fillrate: 2222.99 mio texel/s
texture layers: 3 pixel fillrate: 811.42 mio pixel/s texel fillrate: 2434.27 mio texel/s
texture layers: 4 pixel fillrate: 626.04 mio pixel/s texel fillrate: 2504.16 mio texel/s
texture layers: 5 pixel fillrate: 504.60 mio pixel/s texel fillrate: 2523.00 mio texel/s
texture layers: 6 pixel fillrate: 416.31 mio pixel/s texel fillrate: 2497.87 mio texel/s
texture layers: 7 pixel fillrate: 359.68 mio pixel/s texel fillrate: 2517.73 mio texel/s
texture layers: 8 pixel fillrate: 316.70 mio pixel/s texel fillrate: 2533.60 mio texel/s


texture size: 256
back to front
----------------------------------------------------------------------

1-pass: 165.57 fps 781.24 mio pixel/s 0.32 mio triangles/s
2-pass: 159.66 fps 878.64 mio pixel/s 0.61 mio triangles/s


50% back to front and 50% front to back
----------------------------------------------------------------------

1-pass: 204.28 fps 161.86 mio pixel/s 0.78 mio triangles/s
2-pass: 109.22 fps 256.66 mio pixel/s 0.83 mio triangles/s


front to back
----------------------------------------------------------------------

1-pass: 335.57 fps 264.06 mio pixel/s 0.64 mio triangles/s
2-pass: 204.85 fps 321.74 mio pixel/s 0.78 mio triangles/s


fill rate tests
texture layers: 0 pixel fillrate: 1252.19 mio pixel/s texel fillrate: 1252.19 mio texel/s
texture layers: 1 pixel fillrate: 1233.69 mio pixel/s texel fillrate: 1233.69 mio texel/s
texture layers: 2 pixel fillrate: 1068.21 mio pixel/s texel fillrate: 2136.42 mio texel/s
texture layers: 3 pixel fillrate: 793.61 mio pixel/s texel fillrate: 2380.83 mio texel/s
texture layers: 4 pixel fillrate: 618.12 mio pixel/s texel fillrate: 2472.47 mio texel/s
texture layers: 5 pixel fillrate: 500.03 mio pixel/s texel fillrate: 2500.13 mio texel/s
texture layers: 6 pixel fillrate: 411.47 mio pixel/s texel fillrate: 2468.81 mio texel/s
texture layers: 7 pixel fillrate: 356.28 mio pixel/s texel fillrate: 2493.97 mio texel/s
texture layers: 8 pixel fillrate: 314.23 mio pixel/s texel fillrate: 2513.82 mio texel/s


texture size: 512
back to front
----------------------------------------------------------------------

1-pass: 151.81 fps 716.32 mio pixel/s 0.29 mio triangles/s
2-pass: 156.95 fps 863.76 mio pixel/s 0.60 mio triangles/s


50% back to front and 50% front to back
----------------------------------------------------------------------

1-pass: 201.95 fps 160.03 mio pixel/s 0.77 mio triangles/s
2-pass: 107.30 fps 252.11 mio pixel/s 0.82 mio triangles/s


front to back
----------------------------------------------------------------------

1-pass: 329.30 fps 259.13 mio pixel/s 0.63 mio triangles/s
2-pass: 201.18 fps 315.98 mio pixel/s 0.77 mio triangles/s


fill rate tests
texture layers: 0 pixel fillrate: 1251.78 mio pixel/s texel fillrate: 1251.78 mio texel/s
texture layers: 1 pixel fillrate: 1204.61 mio pixel/s texel fillrate: 1204.61 mio texel/s
texture layers: 2 pixel fillrate: 1006.25 mio pixel/s texel fillrate: 2012.51 mio texel/s
texture layers: 3 pixel fillrate: 759.47 mio pixel/s texel fillrate: 2278.40 mio texel/s
texture layers: 4 pixel fillrate: 599.45 mio pixel/s texel fillrate: 2397.79 mio texel/s
texture layers: 5 pixel fillrate: 489.63 mio pixel/s texel fillrate: 2448.16 mio texel/s
texture layers: 6 pixel fillrate: 402.55 mio pixel/s texel fillrate: 2415.29 mio texel/s
texture layers: 7 pixel fillrate: 349.98 mio pixel/s texel fillrate: 2449.88 mio texel/s
texture layers: 8 pixel fillrate: 309.57 mio pixel/s texel fillrate: 2476.56 mio texel/s


texture size: 1024
back to front
----------------------------------------------------------------------

1-pass: 81.16 fps 382.96 mio pixel/s 0.15 mio triangles/s
2-pass: 134.06 fps 737.85 mio pixel/s 0.51 mio triangles/s


50% back to front and 50% front to back
----------------------------------------------------------------------

1-pass: 169.97 fps 134.92 mio pixel/s 0.65 mio triangles/s
2-pass: 89.62 fps 210.40 mio pixel/s 0.68 mio triangles/s


front to back
----------------------------------------------------------------------

1-pass: 250.54 fps 197.21 mio pixel/s 0.48 mio triangles/s
2-pass: 168.29 fps 264.29 mio pixel/s 0.64 mio triangles/s


fill rate tests
texture layers: 0 pixel fillrate: 1240.86 mio pixel/s texel fillrate: 1240.86 mio texel/s
texture layers: 1 pixel fillrate: 935.04 mio pixel/s texel fillrate: 935.04 mio texel/s
texture layers: 2 pixel fillrate: 571.78 mio pixel/s texel fillrate: 1143.56 mio texel/s
texture layers: 3 pixel fillrate: 398.07 mio pixel/s texel fillrate: 1194.21 mio texel/s
texture layers: 4 pixel fillrate: 300.37 mio pixel/s texel fillrate: 1201.49 mio texel/s
texture layers: 5 pixel fillrate: 232.22 mio pixel/s texel fillrate: 1161.10 mio texel/s
texture layers: 6 pixel fillrate: 184.33 mio pixel/s texel fillrate: 1105.99 mio texel/s
texture layers: 7 pixel fillrate: 155.66 mio pixel/s texel fillrate: 1089.65 mio texel/s
texture layers: 8 pixel fillrate: 133.75 mio pixel/s texel fillrate: 1069.98 mio texel/s
 
Ok i got it working... it was the treasure chest thing.. hehe...
ShaderMark v1.6a - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700/9500 SERIES
benchmark info
mip filter reflections: DX8

shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
166.55 fps

shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
163.83 fps

shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
160.52 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
151.84 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
144.70 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
160.58 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
157.27 fps

shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
161.05 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
160.30 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
161.32 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
160.72 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
159.23 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
154.86 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
136.38 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
134.07 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
97.62 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
95.37 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
133.20 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
128.38 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
141.32 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
137.91 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
135.85 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
132.26 fps

shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
81.04 fps

shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
64.18 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
79.81 fps

shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
84.58 fps
 
Oh Hell,

how about trying DX9 shaders? :p
ShaderMark v1.6a - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700/9500 SERIES
benchmark info
mip filter reflections: DX9

shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
376.96 fps

shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
372.67 fps

shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
217.52 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
191.60 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
179.60 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
209.78 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
200.83 fps

shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
220.90 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
211.30 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
246.22 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
234.11 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
205.09 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
195.67 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
166.68 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
162.85 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
110.37 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
107.57 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
161.15 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
153.78 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
174.65 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
168.91 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
165.83 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
160.20 fps

shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
95.67 fps

shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
75.61 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
94.25 fps

shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
101.40 fps
 
ShaderMark v1.6a Results on GFFX 42.63 drivers

System specs

Asus A7N8X (nforce2)
AXP 2800+ (166fsb)
DCDDR333 512MB
WinXP SP1
GFFX default clocks 42.63 drivers agp 8x

Code:
DX9 PS 2.0 Test

ShaderMark v1.6a - 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
mip filter reflections: DX9

shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
548.99 fps

shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
530.46 fps

shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
265.32 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
81.32 fps

shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
59.28 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
81.80 fps

shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
64.94 fps

shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
83.11 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
65.68 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
89.12 fps

shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
69.43 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
75.42 fps

shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
60.62 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
72.01 fps

shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
58.90 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
61.49 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
51.29 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
57.34 fps

shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
46.96 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
63.73 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
53.00 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
65.59 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
54.07 fps

shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
32.33 fps

shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
27.47 fps

shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
31.57 fps

shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
33.32 fps


Code:
DX9 PS 1.0 - 1.4

ShaderMark v1.6a - DX9 1.1 - 1.4 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
mip filter reflections: DX9

shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
554.02 fps

shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
535.56 fps

shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
266.24 fps

shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.0 - Diffuse Bump Mapping
219.40 fps

shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
91.64 fps

shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.0 - Diffuse Bump Mapping
234.66 fps

shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
105.06 fps

shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.0 - Diffuse Bump Mapping
165.84 fps

shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
88.28 fps

shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.0 - Diffuse Bump Mapping
232.52 fps

shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
104.63 fps

shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.0 - Diffuse Bump Mapping
116.18 fps

shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
71.80 fps

shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.0 - Diffuse Bump Mapping
152.99 fps

shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
85.51 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
100.32 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
65.47 fps

shaders:
PS 1.4 - Ghost Shader
PS 1.0 - Diffuse Bump Mapping
95.29 fps

shaders:
PS 1.4 - Ghost Shader
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
59.35 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.0 - Diffuse Bump Mapping
99.56 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
65.47 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
108.05 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
68.91 fps

shaders:
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
46.85 fps

shaders:
PS 1.4 - 2 Spot Lights
PS 1.4 - 2 Spot Lights
20.93 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
42.17 fps

shaders:
PS 1.4 - Cubic Environment Diffuse Light and Tinted Refractions
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
44.95 fps


Code:
DX8 PS 1.0 - 1.4

ShaderMark v1.6a - DX8 1.0 - 1.4 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768x32) (D24X8)
HAL (pure hw vp): NVIDIA GeForce FX 5800 Ultra

benchmark info
mip filter reflections: on

shaders:
Gouraud Shading
Gouraud Shading
105.71 fps

shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
104.99 fps

shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
87.89 fps

shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.0 - Diffuse Bump Mapping
82.38 fps

shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
54.57 fps

shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.0 - Diffuse Bump Mapping
84.14 fps

shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
59.35 fps

shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.0 - Diffuse Bump Mapping
73.35 fps

shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
53.65 fps

shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.0 - Diffuse Bump Mapping
83.96 fps

shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
59.37 fps

shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.0 - Diffuse Bump Mapping
61.74 fps

shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
47.16 fps

shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.0 - Diffuse Bump Mapping
78.07 fps

shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
56.36 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
58.04 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
44.90 fps

shaders:
PS 1.4 - Ghost Shader
PS 1.0 - Diffuse Bump Mapping
55.30 fps

shaders:
PS 1.4 - Ghost Shader
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
41.40 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.0 - Diffuse Bump Mapping
56.40 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
44.14 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
58.61 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
45.33 fps

shaders:
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
33.77 fps

shaders:
PS 1.4 - 2 Spot Lights
PS 1.4 - 2 Spot Lights
17.38 fps

shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
31.38 fps

shaders:
PS 1.4 - Cubic Environment Diffuse Light and Tinted Refractions
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
32.89 fps
 
Thanks for the results, if you have some free time, could you please run these 3 tests on the r9700 ?

Thomas
 
My "assumption" is just as legitimate as yours. Get it?

Wait until optimized drivers come around before making that assumption.

Um, isn't the point that we might be waiting "forever" for "optimized" drivers?

In case you haven't gotten the point yet:

You are assuming that drivers will significantly increase performance. That's no less of an assumption my statment that assumes they won't.
 
Joe DeFuria said:
My "assumption" is just as legitimate as yours. Get it?

Nope, I don't get it. We have no idea what the state of the drivers are, so basing any conclusions about the final product on them now is less legitimate than it will be waiting until tomorrow, next week, and next month to make the assessment. (Or however long you want to wait to say "hey, long enough").
 
Joe DeFuria said:
Um, isn't the point that we might be waiting "forever" for "optimized" drivers?
As I already stated, I expect the performance in pixel shader situations to become "acceptable" within one week. If you really want to give nVidia a chance, wait one month. Obviously waiting "forever" is not an option. Of course, I don't expect fully-optimized performance in this short of time...but those drivers have just plain bad performance.

Remember that ATI had about four months to work on their DX9/OpenGL drivers.
 
Nope, I don't get it. We have no idea what the state of the drivers are, so basing any conclusions about the final product on them now is less legitimate than it will be waiting until tomorrow, next week, and next month to make the assessment.

Ummm....AGREED.

Which is why by me saying "unoptimized hardware", was a way of pointing out how EQAULLY ILLIGTIMATE Chalnoth's statement of "unoptimized drivers" is.

Do we all GET IT now?
 
Here's a hint. Take your post:

Nope, I don't get it. We have no idea what the state of the drivers are, so basing any conclusions about the final product on them now is less legitimate than it will be waiting until tomorrow, next week, and next month to make the assessment. (Or however long you want to wait to say "hey, long enough").

And insert it directly after this post of Chalnoth:

Unoptimized drivers.
.
 
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