Fillrate Tester
--------------------------
Display adapter: NVIDIA GeForce FX 5800 Ultra
Driver version: 6.14.10.4410
Display mode: 1280x1024 A8R8G8B8 85Hz
Z-Buffer format: D24S8
--------------------------
FFP - Pure fillrate - 1989.336548M pixels/sec
FFP - Z pixel rate - 3548.378174M pixels/sec
FFP - Single texture - 1650.513184M pixels/sec
FFP - Dual texture - 1435.574341M pixels/sec
FFP - Triple texture - 799.460815M pixels/sec
FFP - Quad texture - 785.500244M pixels/sec
PS 1.1 - Simple - 989.660278M pixels/sec
PS 1.4 - Simple - 624.859375M pixels/sec
PS 2.0 - Simple - 628.441650M pixels/sec
PS 2.0 PP - Simple - 628.443176M pixels/sec
PS 2.0 - Longer - 378.415833M pixels/sec
PS 2.0 PP - Longer - 378.290619M pixels/sec
PS 2.0 - Longer 4 Registers - 378.291901M pixels/sec
PS 2.0 PP - Longer 4 Registers - 378.287720M pixels/sec
PS 2.0 - Per Pixel Lighting - 60.525784M pixels/sec
PS 2.0 PP - Per Pixel Lighting - 67.041069M pixels/sec
Fillrate Tester
--------------------------
Display adapter: NVIDIA GeForce FX 5800 Ultra
Driver version: 6.14.10.4410
Display mode: 1280x1024 A8R8G8B8 85Hz
Z-Buffer format: D24S8
--------------------------
FFP - Pure fillrate - 1957.946899M pixels/sec
FFP - Z pixel rate - 3547.966064M pixels/sec
FFP - Single texture - 1650.619629M pixels/sec
FFP - Dual texture - 1435.494629M pixels/sec
FFP - Triple texture - 799.567261M pixels/sec
FFP - Quad texture - 785.587708M pixels/sec
PS 1.1 - Simple - 989.477356M pixels/sec
PS 1.4 - Simple - 624.802979M pixels/sec
PS 2.0 - Simple - 628.450745M pixels/sec
PS 2.0 PP - Simple - 628.446899M pixels/sec
PS 2.0 - Longer - 378.286591M pixels/sec
PS 2.0 PP - Longer - 378.284943M pixels/sec
PS 2.0 - Longer 4 Registers - 304.032501M pixels/sec
PS 2.0 PP - Longer 4 Registers - 377.960114M pixels/sec
PS 2.0 - Per Pixel Lighting - 60.536434M pixels/sec
PS 2.0 PP - Per Pixel Lighting - 67.032890M pixels/sec
Marc said:Before
Code:PS 2.0 - Longer 4 Registers - 378.291901M pixels/sec
After
Code:PS 2.0 - Longer 4 Registers - 304.032501M pixels/sec
Still stuck on Carmakian jargon, aren't we .Joe DeFuria said:...driver twitchiness...
Luminescent said:Still stuck on Carmakian jargon, aren't we .Joe DeFuria said:...driver twitchiness...
Joe DeFuria said:So, was the performance drop expected due to the "change", or is this yet another example of either nVidia "optimizations", or "driver twitchiness"?
Fillrate Tester
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Display adapter: NVIDIA GeForce2 MX/MX 400
Driver version: 6.13.10.4109
Display mode: 1024x768 A8R8G8B8 60Hz
Z-Buffer format: D24S8
--------------------------
FFP - Pure fillrate - 8763.716797M pixels/sec
FFP - Z pixel rate - 8755.375000M pixels/sec
FFP - Single texture - 8754.373047M pixels/sec
FFP - Dual texture - 8753.363281M pixels/sec
FFP - Triple texture - 8756.438477M pixels/sec
FFP - Quad texture - 8756.272461M pixels/sec
PS 1.1 - Simple - Failed!
PS 1.4 - Simple - Failed!
PS 2.0 - Simple - Failed!
PS 2.0 PP - Simple - Failed!
PS 2.0 - Longer - Failed!
PS 2.0 PP - Longer - Failed!
PS 2.0 - Longer 4 Registers - Failed!
PS 2.0 PP - Longer 4 Registers - Failed!
PS 2.0 - Per Pixel Lighting - Failed!
PS 2.0 PP - Per Pixel Lighting - Failed!
Fillrate Tester
--------------------------
Display adapter: NVIDIA GeForce2 MX/MX 400
Driver version: 6.13.10.4109
Display mode: 1024x768 R5G6B5 75Hz
Z-Buffer format: D16
--------------------------
FFP - Pure fillrate - 17942.195313M pixels/sec
FFP - Z pixel rate - 17880.785156M pixels/sec
FFP - Single texture - 17868.529297M pixels/sec
FFP - Dual texture - 17858.830078M pixels/sec
FFP - Triple texture - 17865.738281M pixels/sec
FFP - Quad texture - 17865.457031M pixels/sec
PS 1.1 - Simple - Failed!
PS 1.4 - Simple - Failed!
PS 2.0 - Simple - Failed!
PS 2.0 PP - Simple - Failed!
PS 2.0 - Longer - Failed!
PS 2.0 PP - Longer - Failed!
PS 2.0 - Longer 4 Registers - Failed!
PS 2.0 PP - Longer 4 Registers - Failed!
PS 2.0 - Per Pixel Lighting - Failed!
PS 2.0 PP - Per Pixel Lighting - Failed!
Marc said:Well with precision.txt it seem's that the only interesting number is the precision one
To test fillrate you have to call via a home made txt the ps 1.1 shader or the ps 2.0 shader (you can edit it to ask for partial precision). If you don't call any txt they seems that the probram call config.txt file (mix of PS2 and other things)
9700 Pro 3.4
Fillrate: 826.273 Mpix/s PS 1.1
Fillrate: 830.140 Mpix/s PS 2.0
Fillrate: 829.875 Mpix/s PS 2.0_PP
Fillrate: 860.974 Mpix/s (config.txt)
5800 Ultra 44.10
Fillrate: 993.601 Mpix/s PS 1.1
Fillrate: 310.966 Mpix/s PS 2.0
Fillrate: 310.962 Mpix/s PS 2.0_PP
Fillrate: 304.155 Mpix/s (config.txt)
By the way PC Chen, your test.bmp is absolutely wonderfull
MDolenc said:Dave H: Thanks for finding this bug! I was wondering if I forgot to check any caps... Anyway this issue is now fixed so no more bizzare results on GeForce 2 MX (explicitly tested on GeForce 2 MX ).
Fillrate Tester
--------------------------
Display adapter: NVIDIA GeForce2 MX/MX 400
Driver version: 6.14.10.4403
Display mode: 1024x768 A8R8G8B8 60Hz
Z-Buffer format: D24S8
--------------------------
FFP - Pure fillrate - 358.842133M pixels/sec
FFP - Z pixel rate - 265.893005M pixels/sec
FFP - Single texture - 307.777557M pixels/sec
FFP - Dual texture - 174.224243M pixels/sec
FFP - Triple texture - Failed!
FFP - Quad texture - Failed!
PS 1.1 - Simple - Failed!
PS 1.4 - Simple - Failed!
PS 2.0 - Simple - Failed!
PS 2.0 PP - Simple - Failed!
PS 2.0 - Longer - Failed!
PS 2.0 PP - Longer - Failed!
PS 2.0 - Longer 4 Registers - Failed!
PS 2.0 PP - Longer 4 Registers - Failed!
PS 2.0 - Per Pixel Lighting - Failed!
PS 2.0 PP - Per Pixel Lighting - Failed!
MDolenc said:BTW - not to cause you more trouble, but is there a good reason why my GF2MX couldn't run the triple and quad texture tests?
AndrewM said:Because the Gf2MX only has two texture units. You'd need to do another rendering pass to use more than two textures. Dx9 hardware can use upto 16 textures in a pass (however this does not mean that it will do that many per clock )
All the fixed pipeline stuff (texture tests, pure fillrate and z fillrate) is there just because they kinda need to be there. As for why I only use single pass rendering: only per pixel lighting test actually would actually need multipass for lower shader versions, but I don't have time to jump through such hops right now (entire app has been written in about 4 hours).Neeyik said:My question to MDolenc though is why does your fillrate app only use single pass rendering - is this by choice or for some other reason?