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
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
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
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
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
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
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
Unoptimized drivers.Mintmaster said:Why does GF FX care so much about whether it is DX8 or DX9? Or am I missing something?
Unoptimized drivers.
Wait until optimized drivers come around before making that assumption.
Joe DeFuria said:My "assumption" is just as legitimate as yours. Get it?
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.Joe DeFuria said:Um, isn't the point that we might be waiting "forever" for "optimized" 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.
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").
.Unoptimized drivers.