Quitch said:I'm not familiar with the program, what do the last two columns in tEd's output represent?
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
Quite a difference between those two. Did you notice any IQ degradations?tEd said:left is fps for det51.75
right is fps for det52.10
madshi said:Quite a difference between those two. Did you notice any IQ degradations?tEd said:left is fps for det51.75
right is fps for det52.10
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)
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
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
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)
Natoma said:405Mhz Core (7.15% OC)
371Mhz Memory (5.7% OC)
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
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)
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