shadermark 2.0 tomorrow!

Quitch said:
I'm not familiar with the program, what do the last two columns in tEd's output represent?

left is fps for det51.75
right is fps for det52.10
 
I got the same results as Miksu on my Radeon 9700 Pro (Cat 3.7).

And now for the good part: I got exactly the same results in all shaders with Anti-Detect-Mode both on and off. Phew! :)
 
R9800PRO Catalyst 3.4 Win2003 server.
Antidetection Off.


Code:
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 137363456
HAL (pure hw vp): RADEON 9800 PRO (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

results:
shader  1 (                                           Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 207 fps	  4.8207 mspf	    1038 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 148 fps	  6.7777 mspf	     738 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 150 fps	  6.6554 mspf	     752 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 120 fps	  8.3341 mspf	     600 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 160 fps	  6.2693 mspf	     798 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 140 fps	  7.1608 mspf	     699 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 109 fps	  9.2099 mspf	     543 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 103 fps	  9.6648 mspf	     518 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 236 fps	  4.2358 mspf	    1181 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 201 fps	  4.9780 mspf	    1005 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 132 fps	  7.5602 mspf	     662 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  85 fps	 11.7405 mspf	     426 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  87 fps	 11.5331 mspf	     434 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 115 fps	  8.6957 mspf	     575 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  71 fps	 14.0928 mspf	     355 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  12 fps	 80.3106 mspf	      63 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  96 fps	 10.3897 mspf	     482 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  25 fps	 40.6901 mspf	     123 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  47 fps	 21.2733 mspf	     236 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  51 fps	 19.7235 mspf	     254 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  34 fps	 29.5858 mspf	     169 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  52 fps	 19.3408 mspf	     259 rendered frames
 
madshi said:
tEd said:
left is fps for det51.75
right is fps for det52.10
Quite a difference between those two. Did you notice any IQ degradations?

the scores are not from me , i don't have a gffx.

i did a cheap copy&paste :oops:

the scores are from tb the man behind shadermark , so you have to ask him that question
 
Just summing up the preliminary results here, not apples to apples, but using NV35 in the best possible light:

Radeon 9800 Pro, Catalyst 3.4 drivers

vs.

GeForce 5900 Ultra, Det 52.xx, DX 2.0a, partial precision mode.

Not sure about what CPUs are used here...but hopefully, these are indeed shader limited so CPUs wouldn't matter much:

Code:
Test #        9800 Pro     5900 Ultra    5900 Relative to 9800
-----------------------------------------------------------------
2              207           155           -25.1%
3              148           110           -25.7%
4              150                          (N/A)
5              120            90           -25.0%
6              160           123           -23.1%
7              140           152             8.6%
8              109                          (N/A)
9              103            61           -40.8%
10             236           163           -30.9%
11             201           141           -29.9%
12             132            89           -32.6%
13              85            64           -24.7%
14              87            81           - 6.9%
15             115            85           -26.1%
16              71            60           -15.5%
17              12            10           -16.7%
18              96            56           -41.7%
19              25                          (N/A)
20              47                          (N/A)
21              51                          (N/A)
22              34                          (N/A)
23              52                          (N/A)
 
Joe DeFuria:

Thats a 9800np and a fx 5900 nu compared right?


EDIT: to anyone with the Det 52.xx do they get the same score with anti detect enabled and disabled?
 
System in the sig. 3.7 Cat used.

Anti-Detect Off

Code:
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 136314880
HAL (pure hw vp): RADEON 9800 PRO (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

results:
shader  1 (                                           Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 249 fps	  4.0165 mspf	    1245 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 171 fps	  5.8360 mspf	     857 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 175 fps	  5.7199 mspf	     875 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 140 fps	  7.1622 mspf	     699 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 182 fps	  5.4802 mspf	     913 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 158 fps	  6.3187 mspf	     792 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 136 fps	  7.3493 mspf	     681 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 124 fps	  8.0602 mspf	     621 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 256 fps	  3.9135 mspf	    1278 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 221 fps	  4.5167 mspf	    1107 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 150 fps	  6.6814 mspf	     749 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  92 fps	 10.8257 mspf	     462 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  92 fps	 10.8696 mspf	     460 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 133 fps	  7.5283 mspf	     665 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  81 fps	 12.3165 mspf	     406 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  14 fps	 70.0005 mspf	      72 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 113 fps	  8.8845 mspf	     563 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  29 fps	 34.3469 mspf	     146 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  61 fps	 16.4143 mspf	     305 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  67 fps	 15.0125 mspf	     334 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  38 fps	 26.1459 mspf	     192 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  56 fps	 18.0032 mspf	     278 rendered frames

Anti-Detect On

Code:
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 136314880
HAL (pure hw vp): RADEON 9800 PRO (Anti-Detect-Mode: on, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

results:
shader  1 (                                           Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 249 fps	  4.0165 mspf	    1245 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 171 fps	  5.8360 mspf	     857 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 175 fps	  5.7199 mspf	     875 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 140 fps	  7.1622 mspf	     699 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 182 fps	  5.4802 mspf	     913 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 158 fps	  6.3187 mspf	     792 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 136 fps	  7.3493 mspf	     681 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 124 fps	  8.0602 mspf	     621 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 256 fps	  3.9131 mspf	    1278 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 221 fps	  4.5172 mspf	    1107 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 150 fps	  6.6814 mspf	     749 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  92 fps	 10.8257 mspf	     462 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  92 fps	 10.8706 mspf	     460 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 133 fps	  7.5283 mspf	     665 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  81 fps	 12.3165 mspf	     406 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  14 fps	 70.0073 mspf	      72 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 113 fps	  8.8845 mspf	     563 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  29 fps	 34.3436 mspf	     146 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  61 fps	 16.4143 mspf	     305 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  67 fps	 15.0110 mspf	     334 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  38 fps	 26.1485 mspf	     192 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  56 fps	 18.0102 mspf	     278 rendered frames

Identical results with or without Anti-Detect. Nice!

[EDIT]Time to redo your percentage table Joe. ;)[/EDIT]
 
Holy Mackerel, how did I miss this... I was hoping for a DX9 theoretical benchmark that didn't suck last night actually :D
 
UPDATE, based on Natoma's numbers:

Just summing up the preliminary results here, not apples to apples, but using NV35 in the best possible light:

Radeon 9800 Pro 256 MB (OVERCLOCKED 405/371: ), Catalyst 3.7 drivers (Cheat detection enabled / disabled...no difference)

vs.

GeForce 5900 Ultra, Det 52.xx, DX 2.0a, partial precision mode. (Cheat detection enabled?)

Not sure about what CPUs are used here...but hopefully, these are indeed shader limited so CPUs wouldn't matter much:

Code:
Test #        9800 Pro     5900 Ultra    5900 Relative to 9800
-----------------------------------------------------------------
2              249           155           -37.8%
3              171           110           -35.7%
4              175                          (N/A)
5              140            90           -35.7%
6              182           123           -32.4%
7              158           152           - 3.8%
8              136                          (N/A)
9              124            61           -50.8%
10             256           163           -36.3%
11             221           141           -36.2%
12             150            89           -40.7%
13              92            64           -30.4%
14              92            81           -12.0%
15             133            85           -36.1%
16              81            60           -25.9%
17              14            10           -28.6%
18             113            56           -50.4%
19              29                          (N/A)
20              61                          (N/A)
21              67                          (N/A)
22              38                          (N/A)
23              56                          (N/A)
 
Cat 3.4 was done in Win2003 server
Cat 3.7 was done in Win2000

System
P4 2.4B @ 3.2GHz
Radeon 9800 PRO at stock
DirectX 9.0B
Direct3D Texture Preference and Mipmap detail level both at High Quality

Code:
Test #       Cat 3.4     Cat 3.7   
----------------------------------------------------------------- 
2              207           232           
3              148           160           
4              150           163              
5              120           130           
6              160           170           
7              140           148            
8              109           127             
9              103           116          
10             236           238            
11             201           206            
12             132           139          
13              85            87           
14              87            87            
15             115           125          
16              71            76           
17              12            13           
18              96           105          
19              25            27            
20              47            47            
21              51            50             
22              34            36             
23              52            52
 
I'll post some RV350 results as soon as I get home. I wonder if the HL2 benchmarks really are telling in that the 9600 Pro in pure DX9 beats a NV35 that's using shaders with _pp flags.
 
UPDATE, based on Natoma's OC numbers, and Extreme2Ks STOCK numbers with Cat 3.7.

Just summing up the preliminary results here, not apples to apples, but using NV35 in the best possible light:

Radeon 9800 Pro, stock and Radeon Pro 256 MB (OVERCLOCKED 405/371: ), Catalyst 3.7 drivers (Cheat detection enabled / disabled...no difference)

vs.

GeForce 5900 Ultra, Det 52.xx, PS 2.0a, partial precision mode. (Cheat detection enabled?)

Not sure about what CPUs are used here on the 5900...but hopefully, these are indeed shader limited so CPUs wouldn't matter much. (9800 Pro stock CPU is P4 2.4 @ 3.2, Radeon 9800 Pro (OC) CPU is P4 3.0 @ 3.08.)

Code:
Test #      9800 Pro       9800 Pro (OC)   5900 Ultra    5900 Rel. to STOCK 9800
-----------------------------------------------------------------------------
2              232              249           155           -33.2%
3              160              171           110           -31.3%
4              163              175                          (N/A)
5              130              140            90           -30.8%
6              170              182           123           -27.6%
7              148              158           152             2.7%
8              127              136                          (N/A)
9              116              124            61           -47.4%
10             238              256           163           -31.5%
11             206              221           141           -31.6%
12             137              150            89           -36.0%
13              87               92            64           -26.4%
14              87               92            81           -6.9%
15             125              133            85           -32.0%
16              76               81            60           -21.1%
17              13               14            10           -23.1%
18             105              113            56           -46.7%
19              27               29                          (N/A)
20              47               61                          (N/A)
21              50               67                          (N/A)
22              36               38                          (N/A)
23              52               56                          (N/A)

There is a good indication of this being a nice shader limited benchmark. All of the OC Radeon scores about within about 6%-7% fater than the non-overclocked scores. (Which corresponds nicely with the 7% core overclock).

Two exceptions:

Tests 20 and 21 show about 25% increase in score on the overclocked machine. Those tests may be showing memory footprint limitations. (Extra 128 MB on the overclocked radeon may be helping.)
 
9500 Pro w/Catalyst 3.6

Code:
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 137363456
HAL (pure hw vp): RADEON 9500 PRO / 9700 (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

results:
shader  1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
          ( Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          ( Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          ( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):; 152;fps;       6;mspf;
761;rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):; 110;fps;       9;mspf;
552;rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):; 110;fps;       9;mspf;
551;rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):;  91;fps;      10;mspf;
455;rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):; 117;fps;       8;mspf;
585;rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):; 102;fps;       9;mspf;
512;rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):;  81;fps;      12;mspf;
403;rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):;  78;fps;      12;mspf;
390;rendered frames
shader 10 (                                         Per Pixel Environment Mapping):; 169;fps;       5;mspf;
845;rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):; 147;fps;       6;mspf;
737;rendered frames
shader 12 (                                                Per Pixel Bump Mapping):;  99;fps;      10;mspf;
494;rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):;  63;fps;      15;mspf;
317;rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):;  61;fps;      16;mspf;
303;rendered frames
shader 15 (                                                 Per Pixel Wood Shader):;  85;fps;      11;mspf;
424;rendered frames
shader 16 (                                                 Per Pixel Tile Shader):;  53;fps;      18;mspf;
266;rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):;   9;fps;     106;mspf;
48;rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):;  73;fps;      13;mspf;
366;rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):;  19;fps;      51;mspf;
98;rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):;  29;fps;      35;mspf;
143;rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):;  30;fps;      32;mspf;
153;rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):;  25;fps;      39;mspf;
127;rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):;  37;fps;      27;mspf;
186;rendered frames
 
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