Interesting RTHDRIBL results @ Hexus

Nothing direct that I can quote or use from NVIDIA yet, although I'm trying to talk to the right people, rather than product managers or regional PR.

I've got the last part of my 6800 testing nearly done (I've got the GT and non-Ultra I was missing) and the results are a bit different with the new driver.

I'll post some numbers here soon, if people are still interested in the RTHDRIBL render setup and how it's run on 6800.

Rys
 
What, my interest isn't enough to galvanize you to post results? ;) I'm surprised that you couldn't get a straight/knowledgable answer out of nVidia after all this time, but even if they're not "publicly" addressing on the dribble issue directly, it's nice to know their drivers are improving performance (be it through general or specific optimizations). Have you gotten a response from dribble's author?
 
Rys said:
if people are still interested in the RTHDRIBL render setup and how it's run on 6800
I'm interested!!!! (Yeah, I've been lurking in this thread....I bet you didn't think I could ever keep me mouth shut in a thread for over a month! ;) )
 
Rys said:
I'll post some numbers here soon, if people are still interested in the RTHDRIBL render setup and how it's run on 6800.

Please do...
 
Pete said:
What, my interest isn't enough to galvanize you to post results? ;) I'm surprised that you couldn't get a straight/knowledgable answer out of nVidia after all this time, but even if they're not "publicly" addressing on the dribble issue directly, it's nice to know their drivers are improving performance (be it through general or specific optimizations). Have you gotten a response from dribble's author?

I've heard nothing from Masaki after I queried him on the shaders used, after 3DAnalyze showed them to be hand written.

As for performance, using 61.34, a 6800 GT (350/1000) is now faster (67.33fps) than an Ultra (400/1100) using 60.72 (66fps). I'll post my full numbers when I get a chance to throw the Ultra back in.

Rys
 
Code:
6800 Ultra 60.72 - 66.000 - 58  - 77  - 400/1100
6800 Ult/E 60.72 - 67.800 - 60  - 79  - 450/1100
6800 GT    60.72 - 59.600 - 53  - 70  - 350/1000
6800 Ultra 61.34 - 71.917 - 64  - 85  - 400/1100
6800 non-U 61.34 - 52.367 - 46  - 63  - 335/700
6800 GT    61.34 - 66.467 - 58  - 78  - 350/1000
9800 XT    4.4   - 51.284 - 43  - 66  - 412/730
X800 XT    4.5B  - 142.43 - 122 - 171 - 520/1120
X800 PRO   4.5B  - 103.50 - 88  - 127 - 475/900

The GT on 60.72 was emulated using the Ultra Extreme by downclocking, that may skew results a little due to memory timings.

Otherwise, there you go. Scores are Avg - Low - High

Notice the GT take on the older Ultra performance with the new driver and the non-Ultra with the new driver matching the 9800 XT, despite NV40 still being poor at this test.

Sorry for no non-Ultra results with 60.72, I can't make the driver work with it.

The R420 boards take a giant poop on the rest.

Rys
 
hstewarth said:
LeStoffer said:
Some RightMark 3D numbers:

Rightmark Procedural Wood PS1.4
Procedural Marble PS2.0
Procedural Marble - PS2.0 FP16
Lighting (Blinn) - PS2.0
Lighting (Blinn) - PS2.0 FP16
Lighting (Phong) - PS2.0
Lighting (Phong) - PS2.0 FP16

6800 Ultra 554.4 414.4 413.1 333.6 421.6 167.7 235.1

X800 XT PE 383.1 594.5 595.1 495.2 493.7 277.9 277.9

Okay, on second thought maybe DemoCoder got a point here regarding reuse of NV3X code.


This makes me curious on one thing, I remember in past some game developers ( Half Life 2 ) detecting NV3x and using 1.x shaders instead of 2.0 shaders. If other applications do this and running on 6800, then this application will not be taking full advantage of the new chip.

Just something that came to mind when reading this thread.

yes cuz replacing 2.0 shaders with lower precision 1.1 shaders will rly reduce the framerates.. :rolleyes:
 
AlphaWolf said:
cho said:
i got 97fps on 6800ultra when disable mulitsample in RTHDRIBL 1.2 .

That's to be expected, my 9700pro gains between 30-50% when I disable multisample.

it's not really multisampling in the sense that is used as in "hardware multisampling" (the one that reduces edgies).

There is spatial and temporal multiple rendering that simulates both antialiasing and motion blurring at the same time (renders four frames at slight different position in time and space and blends them together).

The name can be misleading but multisampling is already quite overloaded in meanings.

That's why the huge loss..
 
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