shadermark 2.1 released

I find it interesting that the NV40 Ultra does so well against the X800 XT.

Given the cards clock speed, I would assume a greater difference, but it seems that nVidia finally got rid of the NV30 shader fiasco (which is good).

Thomas: Can you tell us why the NV40's performance is so relatively good? A lot of use with the neat FP16 normalize function? Or other 'hidden' teasures?
 
Thanks for the numbers TB. If I understand your Quality numbers and the enclosed PDF file correctly the NV card is rendering much closer to the MS reference image then the V8 or X800?
 
ellingsen1 said:
Thanks for the numbers TB. If I understand your Quality numbers and the enclosed PDF file correctly the NV card is rendering much closer to the MS reference image then the V8 or X800?

Not read how these quality comparisons are done, but ATI's precision is not the same as the refrast, which IIRC is FP32. Not sure of the refrast does partial precision at FP16 or just ignores.
 
DaveBaumann said:
Not read how these quality comparisons are done, but ATI's precision is not the same as the refrast, which IIRC is FP32. Not sure of the refrast does partial precision at FP16 or just ignores.

It ignores the hints.
 
tb said:
performance:

Volari V8 (r1.06.52.rar from volarigamers.com)

Code:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 68157440
HAL (pure hw vp): LianGuan V3XT/V5/V8 Series (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

results:
shader  2 (                                            Per Pixel Diffuse Lighting -   ps_2_0):	  48 fps	 20.6470 mspf	     243 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_2_0):	  27 fps	 36.6576 mspf	     137 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_2_0):	  29 fps	 34.6633 mspf	     145 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_2_0):	  21 fps	 47.3903 mspf	     106 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_2_0):	  25 fps	 40.7903 mspf	     123 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_2_0):	  26 fps	 37.7849 mspf	     133 rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_2_0):	  17 fps	 59.5323 mspf	      85 rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_2_0):	  71 fps	 14.1198 mspf	     355 rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_2_0):	  56 fps	 17.8297 mspf	     281 rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_2_0):	  22 fps	 44.7142 mspf	     112 rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_2_0):	  10 fps	 97.3405 mspf	      52 rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_2_0):	  12 fps	 83.3608 mspf	      60 rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_2_0):	  17 fps	 60.2483 mspf	      83 rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_2_0):	  11 fps	 91.9855 mspf	      55 rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_2_0):	  11 fps	 90.6699 mspf	      56 rendered frames
shader 17 (                             Per Pixel BRDF-Phong/Anisotropic Lighting -   ps_2_0):	  13 fps	 74.1757 mspf	      68 rendered frames

performance impact of heavy alpha blending

shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_2_0):	   2 fps	643.5165 mspf	       8 rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_2_0):	   3 fps	359.1570 mspf	      14 rendered frames

performance impact of dynamic flow control

shader 20 (                                                         not supported)
shader 21 (                                                         not supported)

performance impact of floating point filtering

shader 22 (                                                         not supported)
shader 23 (                                                         not supported)
shader 24 (                                                         not supported)

performance impact of multiple render targets

shader 25 (                                                         not supported)
shader 26 (                                                         not supported)

Thomas


The Volari V8 seems to be a comptitor for the FX5600.
My results:

FX5600, driver 61.76, clock 325/530 (core/mem)


Code:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 68157440
HAL (pure hw vp): NVIDIA GeForce FX 5600 (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_a

results:
shader  1 (                                           Pixel Shader Precision Test): pixel shader 1.1 full precision: s0e3
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s0e3
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s10e5
          (                                           Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
          (                                           Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader  2 (                                            Per Pixel Diffuse Lighting -   ps_2_a):	  42 fps	 23.9924 mspf	     209 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_2_a):	  28 fps	 36.1249 mspf	     139 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_2_a):	  27 fps	 36.4751 mspf	     138 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_2_a):	  20 fps	 48.9929 mspf	     103 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_2_a):	  28 fps	 35.3075 mspf	     142 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_2_a):	  24 fps	 41.4888 mspf	     121 rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_2_a):	  15 fps	 65.1221 mspf	      77 rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_2_a):	  65 fps	 15.2755 mspf	     328 rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_2_a):	  50 fps	 19.8606 mspf	     252 rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_2_a):	  24 fps	 42.3092 mspf	     119 rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_2_a):	  18 fps	 54.3226 mspf	      93 rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_2_a):	  18 fps	 56.3389 mspf	      89 rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_2_a):	  20 fps	 50.7147 mspf	      99 rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_2_a):	  12 fps	 80.9326 mspf	      62 rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_2_a):	  13 fps	 78.6591 mspf	      64 rendered frames
shader 17 (                                                         not supported)

performance impact of heavy alpha blending

shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_2_a):	   2 fps	598.1174 mspf	       9 rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_2_a):	   6 fps	180.1496 mspf	      28 rendered frames

performance impact of dynamic flow control

shader 20 (                                                         not supported)
shader 21 (                                                         not supported)

performance impact of floating point filtering

shader 22 (                                                         not supported)
shader 23 (                                                         not supported)
shader 24 (                                                         not supported)

performance impact of multiple render targets

shader 25 (                                                         not supported)
shader 26 (                                                         not supported)


btw the precision tests for PS1.x shader fail :?:
 
nobody said:
btw the precision tests for PS1.x shader fail :?:

the geforce fx uses fx12 for 1.0 - 1.4 shaders, but floating point is req. for the precision shader....

Thomas
 
radiATIon said:
How come a FX 5600 run this bench when FX 5900 can't??? Is is the driver?

Maybe. Anyone with a FX5900 should/could try the 61.76 / 61.77 and the 65.xx or 66.xx . The 65 or 66 drivers are only needed for the geforce 6 and the shader model 3_0.

Thomas
 
tb said:
radiATIon said:
How come a FX 5600 run this bench when FX 5900 can't??? Is is the driver?
Maybe. Anyone with a FX5900 should/could try the 61.76 / 61.77 and the 65.xx or 66.xx . The 65 or 66 drivers are only needed for the geforce 6 and the shader model 3_0.
No change reverting to 61.77 on a FX5800. Just a little bit slower.

Log files from the debug build were almost equal. Only 6 lines were different, all like this one: 'drt->lplpRT_DS: 56660188'.

Edit: Nope on 65.73 also.
 
Can someone tell me what exactly is not working? Doesn't it start at all?
I had that problem when i had no DX9c installed.
Maybe you should check your DX installation?

@tb

For me the shadermark does not work with the reference rasterizer, it throws me back to desktop after the loading screen.
I use the original unpatched version.
 
nobody said:
Can someone tell me what exactly is not working? Doesn't it start at all?
I had that problem when i had no DX9c installed.
Maybe you should check your DX installation?

@tb

For me the shadermark does not work with the reference rasterizer, it throws me back to desktop after the loading screen.
I use the original unpatched version.

Have you installed the SDK runtime? These are req. to enable the ref. rast.

Thomas
 
tb said:
nobody said:
Can someone tell me what exactly is not working? Doesn't it start at all?
I had that problem when i had no DX9c installed.
Maybe you should check your DX installation?

@tb

For me the shadermark does not work with the reference rasterizer, it throws me back to desktop after the loading screen.
I use the original unpatched version.

Have you installed the SDK runtime? These are req. to enable the ref. rast.

Thomas

No SDK runtime, only the normal one. But i think the complete SDK runtime is not required to get the refrast working. A few files of it should be enough.
 
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