shadermark 2.0 tomorrow!

9600 Pro @ stock clock

Code:
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 136314880
HAL (pure hw vp): RADEON 9600 SERIES  (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):	 123 fps	  8.1412 mspf	     615 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	  85 fps	 11.8040 mspf	     424 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	  86 fps	 11.5967 mspf	     432 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	  69 fps	 14.4876 mspf	     346 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	  90 fps	 11.1241 mspf	     450 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	  78 fps	 12.7977 mspf	     391 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	  68 fps	 14.6284 mspf	     342 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  62 fps	 16.2528 mspf	     308 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 125 fps	  7.9696 mspf	     628 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 109 fps	  9.1647 mspf	     546 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	  74 fps	 13.5087 mspf	     371 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  51 fps	 19.5580 mspf	     256 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  60 fps	 16.7818 mspf	     298 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	  71 fps	 14.0477 mspf	     356 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  41 fps	 24.6354 mspf	     203 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	   7 fps	141.4931 mspf	      36 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  53 fps	 18.7522 mspf	     267 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  14 fps	 69.8513 mspf	      72 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  30 fps	 33.8498 mspf	     148 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  32 fps	 30.7887 mspf	     163 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  19 fps	 52.8988 mspf	      95 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  34 fps	 29.2060 mspf	     172 rendered frames
 
I am curious, could someone try a 5900 with older drivers to compare them to the 51.75 and 52.10 to see what sort of legit PS speed improvments have gone on? TIA!
 
Miksu said:
Looks promising. I tried the benchmark-mode with my R9700Pro and got these results:

Code:
shader 20 (                                High Dynamic Range Shader (cross blur)):	  46 fps	 21.9641 mspf	     228 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  49 fps	 20.2429 mspf	     247 rendered frames

Strange. I tested it with the R9700Pro as well and got almost identical results except for the 2 shaders above, where I get 35 and 38 fps, which is quite a drop.
Could the reason for this difference be that I'm using the latest Omega drivers?
 
Snyder said:
Strange. I tested it with the R9700Pro as well and got almost identical results except for the 2 shaders above, where I get 35 and 38 fps, which is quite a drop.
Could the reason for this difference be that I'm using the latest Omega drivers?

Well, I got the same results as Miksu, but there could be an issue with the Cat 3.7 drivers as stated in the document:

the HDR shader (20 and 21) may have an issue with the Microsoft’s Reference Rasterizer or current ATi drivers (Catalyst 3.7), because of this it should not be used for image comparisons at the moment.
 
This is on my 9700 @303/303 xp@2080mhz 180mhz fsb cl 6/2/2/2 cat 3.7s

Running completly default settings

Ill try and tidy it up soon

Code:
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):	 187 fps	  5.3476 mspf	     935 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 129 fps	  7.7716 mspf	     644 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 131 fps	  7.6249 mspf	     656 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 105 fps	  9.5513 mspf	     524 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 137 fps	  7.3035 mspf	     685 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 119 fps	  8.4274 mspf	     594 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 103 fps	  9.7276 mspf	     514 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  93 fps	 10.7234 mspf	     467 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 191 fps	  5.2223 mspf	     958 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 166 fps	  6.0120 mspf	     832 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 112 fps	  8.9090 mspf	     562 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  73 fps	 13.7604 mspf	     364 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  74 fps	 13.5452 mspf	     370 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 102 fps	  9.7866 mspf	     511 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  61 fps	 16.4159 mspf	     305 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  11 fps	 92.2585 mspf	      55 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  83 fps	 11.9951 mspf	     417 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  22 fps	 45.2386 mspf	     111 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  43 fps	 23.1708 mspf	     216 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  47 fps	 21.3431 mspf	     235 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  29 fps	 34.6781 mspf	     145 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  43 fps	 23.4192 mspf	     214 rendered frames


2 187
3 129
4 131
5 105
6 137
7 119
8 103
9 93
10 191
11 166
12 112
13 73
14 74
15 102
16 61
17 11
18 83
19 22
20 43
21 47
22 29
23 43
 
Yep. This is definitely shader limited. Look at Nebuchadnezzar's scores vs mine. At 400Mhz (default RV350 clock) vs 405Mhz (R350), my scores double his down the line almost perfectly, and the increase from xtreme32's stock clock 9800 Pro to mine lines up perfectly with the core increase.

Nice. Looks like HL2 is not Valve-futzing-with-Nvidia-in-favor-of-ATI as some conspiracy theorists have proclaimed as of late. :rolleyes:
 
Guys I think CAT 3.7 has some problems with the HDR renderings even with the RTHDRIBL demo.

With Cat 3.4 I get very low (~10%) cpu utilisation abd 12 fps 1280x1024 windowed but with Cat 3.7 I get 99% CPU utilisation and only 9fps.
 
Joe DeFuria said:
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.)

This bodes well for Half Life 2 when implementing HDR. :)
 
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 116391936 
HAL (pure hw vp): RADEON 9600 SERIES  (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):    132 fps     7.5643 mspf        661 rendered frames 
shader  3 (                            Per Pixel Directional Light Shader (Phong)):     92 fps    10.8932 mspf        459 rendered frames 
shader  4 (                                  Per Pixel Point Light Shader (Phong)):     93 fps    10.7066 mspf        467 rendered frames 
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):     75 fps    13.3187 mspf        376 rendered frames 
shader  6 (                                        Per Pixel Anisotropic Lighting):     97 fps    10.2669 mspf        487 rendered frames 
shader  7 (                                         Per Pixel Fresnel Reflections):     85 fps    11.7647 mspf        425 rendered frames 
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):     74 fps    13.4409 mspf        372 rendered frames 
shader  9 (                                          Per Pixel Car Surface Shader):     67 fps    14.9254 mspf        335 rendered frames 
shader 10 (                                         Per Pixel Environment Mapping):    134 fps     7.4516 mspf        671 rendered frames 
shader 11 (                                    Per Pixel Environment Bump Mapping):    118 fps     8.4746 mspf        590 rendered frames 
shader 12 (                                                Per Pixel Bump Mapping):     80 fps    12.4378 mspf        402 rendered frames 
shader 13 (                                       Per Pixel Shadowed Bump Mapping):     59 fps    17.0068 mspf        294 rendered frames 
shader 14 (                                        Per Pixel Veined Marble Shader):     65 fps    15.3374 mspf        326 rendered frames 
shader 15 (                                                 Per Pixel Wood Shader):     79 fps    12.7102 mspf        394 rendered frames 
shader 16 (                                                 Per Pixel Tile Shader):     44 fps    22.9716 mspf        218 rendered frames 
shader 17 (                                  Fur Shader With Anisotropic Lighting):      8 fps   130.4086 mspf         39 rendered frames 
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):     59 fps    17.0068 mspf        294 rendered frames 
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):     15 fps    64.7035 mspf         78 rendered frames 
shader 20 (                                High Dynamic Range Shader (cross blur)):     32 fps    31.3477 mspf        160 rendered frames 
shader 21 (                             High Dynamic Range Shader (gaussian blur)):     36 fps    27.5155 mspf        182 rendered frames 
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):     21 fps    47.6190 mspf        105 rendered frames 
shader 23 (                                         Per Pixel Water Colour Shader):     23 fps    42.9354 mspf        117 rendered frames
 
Natoma said:
This bodes well for Half Life 2 when implementing HDR. :)

Perhaps, but at this point, we should probably ignore tests 20 and 21 for the moment, given the comments about them in the (release?) document for Shadermark.

I'm not sure how tests 20 and 21 can have issues with the reference rasterizer as well as Cat 3.7s...and not be an application issue.
 
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):	 231 fps	  4.3365 mspf	    1153 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 159 fps	  6.2814 mspf	     796 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 162 fps	  6.1881 mspf	     808 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 129 fps	  7.7519 mspf	     645 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 170 fps	  5.8962 mspf	     848 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 147 fps	  6.8027 mspf	     735 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 127 fps	  7.8864 mspf	     634 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 115 fps	  8.7260 mspf	     573 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 237 fps	  4.2265 mspf	    1183 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 205 fps	  4.8780 mspf	    1025 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 139 fps	  7.1942 mspf	     695 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  85 fps	 11.7005 mspf	     428 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  86 fps	 11.5741 mspf	     432 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 124 fps	  8.0775 mspf	     619 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  76 fps	 13.1926 mspf	     379 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  13 fps	 74.8601 mspf	      67 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 104 fps	  9.6154 mspf	     520 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  27 fps	 36.7647 mspf	     136 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  57 fps	 17.6056 mspf	     284 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  62 fps	 16.1023 mspf	     311 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  36 fps	 27.9766 mspf	     179 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  49 fps	 20.4918 mspf	     244 rendered frames
 
Hyp-X,

Is that a 256MB 9800 Pro you've got? If it is, that would explain why your scores in the HDR benches corrolates with mine rather than the other 128MB 9800 Pro scores.
 
lost said:
I am curious, could someone try a 5900 with older drivers to compare them to the 51.75 and 52.10 to see what sort of legit PS speed improvments have gone on? TIA!

I second that, I would really like to see how the Det50 compares to the Det40s.
 
You can find a lot of the results here :

http://www.forum-3dcenter.org/vbull...be8b17&threadid=96899&perpage=20&pagenumber=3

The first benches for example are from an OC Radeon 9800Pro @ 420/350 MHz

From nggalai ( 5800nu; not OC, 45.23):
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 55574528
HAL (pure hw vp): NVIDIA GeForce FX 5800 (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader  2 (                                            Per Pixel Diffuse Lighting):;  59;fps;      16;mspf;     296;rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):;  45;fps;      22;mspf;     224;rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):;  34;fps;      28;mspf;     173;rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):;  43;fps;      23;mspf;     214;rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):;  33;fps;      30;mspf;     163;rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):;  18;fps;      56;mspf;      89;rendered frames
shader 10 (                                         Per Pixel Environment Mapping):;  69;fps;      14;mspf;     344;rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):;  61;fps;      16;mspf;     304;rendered frames
shader 12 (                                                Per Pixel Bump Mapping):;  33;fps;      30;mspf;     165;rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):;  18;fps;      54;mspf;      91;rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):;  24;fps;      41;mspf;     121;rendered frames
shader 15 (                                                 Per Pixel Wood Shader):;  33;fps;      30;mspf;     164;rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):;   3;fps;     297;mspf;      18;rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):;  15;fps;      68;mspf;      74;rendered frames
 
running amd athlon xp 1900+/1 gb ddr 2700/msi kt3 ultra mobo (1st revision)/ati aiw 9700pro primary adaptor...

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): ALL-IN-WONDER 9700 SERIES (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):	 183 fps	  5.4585 mspf	     916 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 132 fps	  7.5758 mspf	     660 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 132 fps	  7.5873 mspf	     659 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 108 fps	  9.2395 mspf	     542 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 140 fps	  7.1382 mspf	     701 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 122 fps	  8.1833 mspf	     611 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	  96 fps	 10.4113 mspf	     481 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  93 fps	 10.7843 mspf	     464 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 204 fps	  4.8924 mspf	    1022 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 178 fps	  5.6306 mspf	     888 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 118 fps	  8.4890 mspf	     589 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  75 fps	 13.2482 mspf	     378 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  77 fps	 12.9199 mspf	     387 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 103 fps	  9.6712 mspf	     517 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  63 fps	 15.8854 mspf	     315 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  11 fps	 91.1222 mspf	      55 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  88 fps	 11.3895 mspf	     439 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  23 fps	 42.6377 mspf	     118 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  41 fps	 24.5290 mspf	     204 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  44 fps	 22.8311 mspf	     219 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  30 fps	 33.1126 mspf	     151 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  46 fps	 21.9470 mspf	     228 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): ALL-IN-WONDER 9700 SERIES (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):	 183 fps	  5.4585 mspf	     916 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 132 fps	  7.5758 mspf	     660 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 132 fps	  7.5873 mspf	     659 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 108 fps	  9.2323 mspf	     542 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 140 fps	  7.1429 mspf	     700 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 122 fps	  8.1833 mspf	     611 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	  96 fps	 10.4113 mspf	     481 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  93 fps	 10.7843 mspf	     464 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 204 fps	  4.8924 mspf	    1022 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 178 fps	  5.6306 mspf	     888 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 118 fps	  8.4890 mspf	     589 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  75 fps	 13.2482 mspf	     378 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  77 fps	 12.9199 mspf	     387 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 103 fps	  9.6712 mspf	     517 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  63 fps	 15.8854 mspf	     315 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  11 fps	 91.1932 mspf	      55 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  88 fps	 11.3725 mspf	     440 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  23 fps	 42.6377 mspf	     118 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  40 fps	 24.7075 mspf	     203 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  43 fps	 22.9895 mspf	     218 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  30 fps	 33.1126 mspf	     151 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  45 fps	 22.0155 mspf	     228 rendered frames
 
Natoma said:
Hyp-X,

Is that a 256MB 9800 Pro you've got? If it is, that would explain why your scores in the HDR benches corrolates with mine rather than the other 128MB 9800 Pro scores.

Make sure you are running your direct3d's setting texture preference and mipmap level is at 'High Quality'. It is because I find myself with your HDR score if I lower my quality as well.
 
Natoma said:
Hyp-X,

Is that a 256MB 9800 Pro you've got? If it is, that would explain why your scores in the HDR benches corrolates with mine rather than the other 128MB 9800 Pro scores.

The Shader 20 and 21 are very sensitive to the onboard memory size, because they use large 16 bit fp render targets. Maybe future driver could improve this situation, but I'am not sure.

radeon 9800 pro 128 MB
~41 fps
~44 fps

radeon 9800 pro 256 MB
~56 fps
~61 fps
 
tb said:
Natoma said:
Hyp-X,

Is that a 256MB 9800 Pro you've got? If it is, that would explain why your scores in the HDR benches corrolates with mine rather than the other 128MB 9800 Pro scores.

The Shader 20 and 21 are very sensitive to the onboard memory size, because they use large 16 bit fp render targets. Maybe future driver could improve this situation, but I'am not sure.

radeon 9800 pro 128 MB
~41 fps
~44 fps

radeon 9800 pro 256 MB
~56 fps
~61 fps

The problem is if i lower my mipmap and and texture preference in my display control panel is that I get exactly the same score as they do on a 256MB card.

So I just wana make sure this is a MEMORY issue or just a display setting issue.
 
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