Tridam: Don't forget they got EXACTLY the same Vertex Shading throughput too
Well, regarding how to define outputs, I'd go with a simple enumeration, including the total ROP count:
NV30: CP=4; P=4; Z=8; ROP=16
NV36: CP=2; P=4; Z=4; ROP=8
R350: CP=8; P=8; Z=8; ROP=16
This should be 100% sufficient to determine the maximum throughput in all "basic" situations; for CP (Complex Pixels; complex doesn't have to mean arithmetic because texturing can take several clock cycles too, of course) you also need much, much more information if you want to determine throughput. Which is very things like Shadermark3 or some other PS testers come in IMO.
Now, another interesting subject of discussion is whether it's viable to test all of this stuff in DirectX or not. While now both NV3x and R3xx drivers should be exposing their capabilities pretty darn well in DirectX, shading-wise at least, I do not believe this was the case at release.
Ideally, you may thus want to test it all in OpenGL proprietary extensions, because the IHV *won't* cheat precision-wise there (such as NVIDIA did by imposing FP16 or even FX12 just about everywhere for the NV30/NV31/NV34 IIRC) and the drivers might be more mature when it comes to interpreting this code. Problem is, that's MUCH more time consuming too, and it requires the benchmark's code to be constantly updated...
Another, more interesting, solution is to include a precision-testing routine in the benchmark. I remember someone showing one on the forums which worked remarkably well (although not with FSAA/AF, which seems pretty normal to me) so it's obviously possible. Regarding shader replacement, you could include IQ tests, but eh...
So I'd say a DirectX-based benchmark application with a precision test included would be pretty near perfect for testing the card's PS performance, but with early driver releases where it might not expose its full capabilities in DirectX yet. Not that it matters, since if you buy the card at the time the benchmark is done, that's the performance you'll get in DirectX no matter what!
IMO, some theorical numbers along with shading numbers so you can understand *why* it's that way can still be interesting. Furthermore, with your per-pixel lighting example, you aren't going to use things like RSQ/COSIN/... - sure, they aren't used super-mega-frequently, but you've got to use at least 10 highly different shaders for it to make any type of sense.
Hyp-X: Thanks for telling me to write the link again, makes sense now
Garibaldi: Well it's obviously possible to explain this in a more simple, although longer way, but that wasn't my goal here
Stealth: Nah, just that I already once tried doing a thread on this (although with much less precise ideas) so even though I haven't thought a lot about it each time, I did think about it twice with lots of time inbetween.
Uttar