Jawed
Legend
This is a rather fascinating comparison of the way pixel shaders from selected games run on the newest GPUs:
http://www.pcgameshardware.com/aid,654394/Reviews/Pixelshader-Shootout_RV770_vs_GT200/&page=1
The overall aim is to try to isolate the mathematical throughput, GFLOPs if you like, of each GPU. They are trying to remove the influence of texturing, and with unified GPUs, the influence of the vertex workload.
I wish that the numerical values for each point on these graphs was given - it's rather fiddly trying to interpolate the numbers. With the numerical values it'd be easier to make comparisons of scaling - e.g. it appears that GT200 is gaining absolutely nothing from the prodigal MUL.
One of the key things I'm wary of in these results relates to texture coordinate interpolation. All the NVidia GPUs do interpolation in the ALUs - but these tests appear to remove texture coordinate interpolation from all tested shaders, by using a "small texture" (presumably repeated fetches from constant coordinates). Other vertex attributes are, presumably, still present. Maybe the data confirms or denies my suspicion, but so far I haven't worked this out.
Jawed
http://www.pcgameshardware.com/aid,654394/Reviews/Pixelshader-Shootout_RV770_vs_GT200/&page=1
There are lots of subtleties in the testing method, so it's best to read the entire article.We have normalized the results to a Geforce 7900 GT putting it's results of each measured shader at an abstract 1. From these achieved relative performances in thousands of shaders, we are showing the averaged means per game. So if a card has a score of say 5 it means, that the average of each shader tested for a single game's shader programs, is five times as high as a Geforce 7900 GT.
The overall aim is to try to isolate the mathematical throughput, GFLOPs if you like, of each GPU. They are trying to remove the influence of texturing, and with unified GPUs, the influence of the vertex workload.
I wish that the numerical values for each point on these graphs was given - it's rather fiddly trying to interpolate the numbers. With the numerical values it'd be easier to make comparisons of scaling - e.g. it appears that GT200 is gaining absolutely nothing from the prodigal MUL.
One of the key things I'm wary of in these results relates to texture coordinate interpolation. All the NVidia GPUs do interpolation in the ALUs - but these tests appear to remove texture coordinate interpolation from all tested shaders, by using a "small texture" (presumably repeated fetches from constant coordinates). Other vertex attributes are, presumably, still present. Maybe the data confirms or denies my suspicion, but so far I haven't worked this out.
Jawed