shadermark 2.0 tomorrow!

Discussion in 'Architecture and Products' started by tEd, Sep 28, 2003.

  1. Natoma

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    I have all my texture settings in the display panel maxed.
     
  2. xtreme2k

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    Yep that thats sorted its the memory size issue. :D
     
  3. tb

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    Anti-Detect-Mode works on both vertex and pixel shaders. How it works:

    first version:
    -insert NOP instruction
    PRO's: worked on r3xx vpu's
    CON's: errors on NV3x vpu's

    second version:
    - insert/double instructions which don't do any harm to the shader result
    PRO's: worked on all vpu's
    CON's: more instructions, slower shaders and/or going beyond shader instruction limit

    third version(used in ShaderMark v2.0):
    - shuffle some instructions on a random base, which have no needed order for execution
    - shuffle R register's, like r1 to r3 on a random base
    PRO's: worked on all vpu's
    CON's: may be easy to detect by driver coders

    So the ADM will be modified in future versions/updates of ShaderMark v2.0 in order to have some impact. It's a race....

    Regards,
    Thomas
     
  4. Natoma

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    So again I ask. Is this a portent of things to come wrt HDR perf in HL2? A 25% gain in performance going from a 128MB R350 to a 256MB R350 is nothing to sneeze at in a game where you're averaging 60fps with no AA/AF with a P42.8C. :lol:

    Especially when I want to run 4xAA and 16xAF. :wink:
     
  5. xtreme2k

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    Just checked.

    Shader 13 to 21 will gain significant frame rate if you move the d3d texture pref and mipmap slider down even 1 notch.

    All of the test will then look very weird visually...
     
  6. ballero

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    my test: leadtek 5900 (450/850)- xp1700+@stock - 45.33

    [​IMG]
     
  7. tb

    tb
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    just checked my settings, fresh installed catalyst drivers always set the quality one notch bellow maximum :(

    Thomas
     
  8. Natoma

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    Do I smell a future nvidia "optimization" in the works? :wink:
     
  9. OpenGL guy

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    That should only be true for the OpenGL control panel.
     
  10. Mintmaster

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    ballero, did you run the test with partial precision? It doesn't look like it, because your numbers match tEd's "Partial Precision ON" results, except for tests 7 and 12.

    Code:
    Test    45.33   51.75   52.1    9800PRO (3.7)
     2       105     101     133     232
     3       72      70      85      160
     4                               163
     5       61      57      73      130
     6       76      71      82      170
     7       65      118     143     148
     8                               127
     9        29      27      39      116
     10      132     130     163     238
     11      116     113     132     206
     12      58      49      69      139
     13      35      34      40      87
     14      40      38      53      87
     15      53      52      52      125
     16                      40      76
     17      5       5       6       13
     18      23      21      30      105
     19                              27
     20                              47
     21                              50
     22                              36
     23                              52
    
    NOTE: These are full precision results. 51.75 and 52.1 are from tEd, 45.33 from ballero, 9800 Pro from xtreme2k.

    It looks like the 51.75 only improved test 7, while slowing down test 12. 52.1, on the other hand, has improvements across the board. Still very far from the 9800 PRO's speeds, at least in full precision.
     
  11. Natoma

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    You know I just remembered. Isn't the HL2 public bench supposed to be released tomorrow?
     
  12. tEd

    tEd Casual Member
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    btw why is that so? why don't they just set it to max quality as default like in d3d?
     
  13. ballero

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    No, I didn't. I've got the shareware version.
     
  14. Myrmecophagavir

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    They do, for the latest driver at least - are you using an older one?
     
  15. DeeW

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    Using 45.33 Drivers (Anti-detect On then Off)... I'm not sure how to enable _PP; I get a message stating I cannot do this with the free version. Oh well.

    Code:
    (1024x768) X8R8G8B8 (D24X8) vram used 56623104
    HAL (pure hw vp): NVIDIA GeForce FX 5900 Ultra (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):	 101 fps	  9.9087 mspf	     505 rendered frames
    shader  3 (                            Per Pixel Directional Light Shader (Phong)):	  70 fps	 14.2913 mspf	     350 rendered frames
    shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	  57 fps	 17.6607 mspf	     284 rendered frames
    shader  6 (                                        Per Pixel Anisotropic Lighting):	  71 fps	 14.1230 mspf	     355 rendered frames
    shader  7 (                                         Per Pixel Fresnel Reflections):	  60 fps	 16.6437 mspf	     301 rendered frames
    shader  9 (                                          Per Pixel Car Surface Shader):	  26 fps	 38.3021 mspf	     131 rendered frames
    shader 10 (                                         Per Pixel Environment Mapping):	 130 fps	  7.6747 mspf	     652 rendered frames
    shader 11 (                                    Per Pixel Environment Bump Mapping):	 113 fps	  8.8496 mspf	     565 rendered frames
    shader 12 (                                                Per Pixel Bump Mapping):	  50 fps	 20.1928 mspf	     248 rendered frames
    shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  34 fps	 29.5858 mspf	     169 rendered frames
    shader 14 (                                        Per Pixel Veined Marble Shader):	  38 fps	 26.4083 mspf	     190 rendered frames
    shader 15 (                                                 Per Pixel Wood Shader):	  52 fps	 19.0485 mspf	     263 rendered frames
    shader 17 (                                  Fur Shader With Anisotropic Lighting):	   5 fps	209.0658 mspf	      24 rendered frames
    shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  21 fps	 46.8020 mspf	     107 rendered frames
    
    _____________________________________________________________
    
    video mode / device info
    (1024x768) X8R8G8B8 (D24X8) vram used 56623104
    HAL (pure hw vp): NVIDIA GeForce FX 5900 Ultra (Anti-Detect-Mode: on, gamma correction: DAC)
    
    
    
    options
    
    pixel shader version: 2_0
    partial precision: off
    number of render targets: 1
    
    results:
    shader  2 (                                            Per Pixel Diffuse Lighting):	 101 fps	  9.9049 mspf	     505 rendered frames
    shader  3 (                            Per Pixel Directional Light Shader (Phong)):	  69 fps	 14.5406 mspf	     344 rendered frames
    shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	  56 fps	 17.8144 mspf	     281 rendered frames
    shader  6 (                                        Per Pixel Anisotropic Lighting):	  71 fps	 14.1408 mspf	     354 rendered frames
    shader  7 (                                         Per Pixel Fresnel Reflections):	  60 fps	 16.6373 mspf	     301 rendered frames
    shader  9 (                                          Per Pixel Car Surface Shader):	  26 fps	 38.7019 mspf	     130 rendered frames
    shader 10 (                                         Per Pixel Environment Mapping):	 130 fps	  7.6777 mspf	     652 rendered frames
    shader 11 (                                    Per Pixel Environment Bump Mapping):	 113 fps	  8.8496 mspf	     565 rendered frames
    shader 12 (                                                Per Pixel Bump Mapping):	  54 fps	 18.4790 mspf	     271 rendered frames
    shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  34 fps	 29.5726 mspf	     170 rendered frames
    shader 14 (                                        Per Pixel Veined Marble Shader):	  38 fps	 26.2291 mspf	     191 rendered frames
    shader 15 (                                                 Per Pixel Wood Shader):	  52 fps	 19.0485 mspf	     263 rendered frames
    shader 17 (                                  Fur Shader With Anisotropic Lighting):	   5 fps	209.0658 mspf	      24 rendered frames
    shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  21 fps	 47.4830 mspf	     106 rendered frames
    
     
  16. Headstone

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    My 9600Pro vs the 5900Ultra results as above
    Code:
      2 (                                            Per Pixel Diffuse Lighting):; 133;fps;            666;rendered  101
      3 (                            Per Pixel Directional Light Shader (Phong)):;  92;fps;           461;rendered 	70
      4 (                                  Per Pixel Point Light Shader (Phong)):;  94;fps;           469;rendered 	na
      5 (                                   Per Pixel Spot Light Shader (Phong)):;  75;fps;           377;rendered 	57
      6 (                                        Per Pixel Anisotropic Lighting):;  98;fps;           489;rendered 	71
      7 (                                         Per Pixel Fresnel Reflections):;  85;fps;           426;rendered 	60
      8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):;  74;fps;           373;rendered 	na
      9 (                                          Per Pixel Car Surface Shader):;  67;fps;           337;rendered 	26
     10 (                                         Per Pixel Environment Mapping):; 135;fps;            676;rendered 	130
     11 (                                    Per Pixel Environment Bump Mapping):; 119;fps;            593;rendered 	113
     12 (                                                Per Pixel Bump Mapping):;   81;fps;           404;rendered   54										
     13 (                                       Per Pixel Shadowed Bump Mapping):;  60;fps;           300;rendered 	50
     14 (                                        Per Pixel Veined Marble Shader):;  65;fps;           326;rendered 	34
     15 (                                                 Per Pixel Wood Shader):;  79;fps;           395;rendered 	52
     16 (                                                 Per Pixel Tile Shader):;  44;fps;           218;rendered 	na
     17 (                                  Fur Shader With Anisotropic Lighting):;   8;fps;           39;rendered      5
     18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):;  59;fps;           294;rendered    21
     19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):;  15;fps;            78;rendered 	na
     20 (                                High Dynamic Range Shader (cross blur)):;  32;fps;           160;rendered 	na
     21 (                             High Dynamic Range Shader (gaussian blur)):;  36;fps;           182;rendered 	na
     22 (                          Per Pixel Edge Detection And Hatching Shader):;  21;fps;           105;rendered 	na
     23 (                                         Per Pixel Water Colour Shader):;  23;fps;           118;rendered 	na
    
     
  17. DeathKnight

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    Man, can't believe my 9500 Pro (and even a 9600 Pro) are getting higher framerates in all of the tests over a GFFX 5900 Ultra. Really brings to light Nvidia's shader problems.
     
  18. xtreme2k

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    It will be nice to know how the nv31 and nv34 perform... :p
     
  19. Centermao

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    sorry,but i think there's some problem in the result tEd provided.
    51.75 should have score in shader16.(while 45.23 doesnt)
    the 51.75 result is more likely to be 45.23.

    btw,i got about half score in shader7.it's unusual ,too.

    my test result:
    [​IMG]
     
  20. Hyp-X

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    Yes, it's a 256MB card.
    Default clocks, all settings in Application / High quality.
     
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