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Spiritwalker
09-29-03, 01:15 PM
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

on a barton 2500+ at stock

Sazar
09-29-03, 01:50 PM
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

done with anti-detect on.. will try again with it off...

Sazar
09-29-03, 01:58 PM
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


with and w/o == no discernible difference...

Behemoth
09-29-03, 02:56 PM
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 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): 232 fps 4.3117 mspf 1160 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 160 fps 6.2600 mspf 799 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 163 fps 6.1356 mspf 815 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 130 fps 7.6749 mspf 652 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 170 fps 5.8754 mspf 851 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 147 fps 6.7797 mspf 738 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 127 fps 7.8742 mspf 635 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 116 fps 8.6404 mspf 579 rendered frames
shader 10 ( Per Pixel Environment Mapping): 238 fps 4.2011 mspf 1191 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 206 fps 4.8525 mspf 1031 rendered frames
shader 12 ( Per Pixel Bump Mapping): 139 fps 7.1719 mspf 698 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 87 fps 11.4696 mspf 436 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 87 fps 11.4999 mspf 435 rendered frames
shader 15 ( Per Pixel Wood Shader): 125 fps 8.0179 mspf 624 rendered frames
shader 16 ( Per Pixel Tile Shader): 76 fps 13.2032 mspf 379 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 13 fps 74.7508 mspf 67 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 105 fps 9.5527 mspf 524 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 27 fps 36.7503 mspf 137 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 50 fps 20.1563 mspf 249 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 54 fps 18.6695 mspf 268 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 36 fps 28.0700 mspf 179 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 52 fps 19.1856 mspf 261 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 137363456
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): 232 fps 4.3117 mspf 1160 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 160 fps 6.2600 mspf 799 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 163 fps 6.1356 mspf 815 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 130 fps 7.6745 mspf 652 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 170 fps 5.8756 mspf 851 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 147 fps 6.7797 mspf 738 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 127 fps 7.8742 mspf 635 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 116 fps 8.6404 mspf 579 rendered frames
shader 10 ( Per Pixel Environment Mapping): 238 fps 4.2011 mspf 1191 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 206 fps 4.8525 mspf 1031 rendered frames
shader 12 ( Per Pixel Bump Mapping): 139 fps 7.1719 mspf 698 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 87 fps 11.4687 mspf 436 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 87 fps 11.4999 mspf 435 rendered frames
shader 15 ( Per Pixel Wood Shader): 125 fps 8.0175 mspf 624 rendered frames
shader 16 ( Per Pixel Tile Shader): 76 fps 13.2029 mspf 379 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 13 fps 74.7489 mspf 67 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 105 fps 9.5525 mspf 524 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 27 fps 36.7521 mspf 137 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 50 fps 20.1244 mspf 249 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 54 fps 18.6373 mspf 269 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 36 fps 28.0700 mspf 179 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 52 fps 19.1894 mspf 261 rendered frames


on a p4 3G @ stock clock, everything @ default, 0xAA 0xAF.

saturnotaku
09-30-03, 01:48 AM
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 (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): 215 fps 4.6452 mspf 1077 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 148 fps 6.7401 mspf 742 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 151 fps 6.6150 mspf 756 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 121 fps 8.2733 mspf 605 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 158 fps 6.3389 mspf 789 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 137 fps 7.3032 mspf 685 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 118 fps 8.4428 mspf 593 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 108 fps 9.2933 mspf 539 rendered frames
shader 10 ( Per Pixel Environment Mapping): 221 fps 4.5287 mspf 1105 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 192 fps 5.2175 mspf 959 rendered frames
shader 12 ( Per Pixel Bump Mapping): 130 fps 7.7201 mspf 648 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 82 fps 12.1605 mspf 412 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 84 fps 11.9141 mspf 420 rendered frames
shader 15 ( Per Pixel Wood Shader): 118 fps 8.4887 mspf 590 rendered frames
shader 16 ( Per Pixel Tile Shader): 70 fps 14.2148 mspf 352 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 12 fps 80.2031 mspf 63 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 97 fps 10.3193 mspf 485 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 25 fps 39.3965 mspf 127 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 48 fps 20.7386 mspf 242 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 52 fps 19.1760 mspf 261 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 33 fps 30.1841 mspf 166 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 48 fps 20.6778 mspf 242 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 137363456
HAL (pure hw vp): RADEON 9500 (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): 215 fps 4.6454 mspf 1077 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 148 fps 6.7405 mspf 742 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 151 fps 6.6154 mspf 756 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 121 fps 8.2737 mspf 605 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 158 fps 6.3392 mspf 789 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 137 fps 7.3027 mspf 685 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 118 fps 8.4432 mspf 593 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 108 fps 9.2938 mspf 538 rendered frames
shader 10 ( Per Pixel Environment Mapping): 221 fps 4.5287 mspf 1105 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 192 fps 5.2168 mspf 959 rendered frames
shader 12 ( Per Pixel Bump Mapping): 130 fps 7.7201 mspf 648 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 82 fps 12.1602 mspf 412 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 84 fps 11.9135 mspf 420 rendered frames
shader 15 ( Per Pixel Wood Shader): 118 fps 8.4894 mspf 589 rendered frames
shader 16 ( Per Pixel Tile Shader): 70 fps 14.2148 mspf 352 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 12 fps 80.1983 mspf 63 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 97 fps 10.3195 mspf 485 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 25 fps 39.3980 mspf 127 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 48 fps 20.7444 mspf 242 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 52 fps 19.1802 mspf 261 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 33 fps 30.1834 mspf 166 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 48 fps 20.6758 mspf 242 rendered frames


Not bad for a $128 card. :D

Behemoth
09-30-03, 03:20 AM
Originally posted by saturnotaku

Not bad for a $128 card. :D
you lucky bastard :)
see my 9800pro @ 432MHz core ;)

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 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): 263 fps 3.7994 mspf 1316 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 182 fps 5.4967 mspf 910 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 186 fps 5.3879 mspf 928 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 148 fps 6.7438 mspf 742 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 193 fps 5.1760 mspf 966 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 168 fps 5.9641 mspf 839 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 143 fps 6.9957 mspf 715 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 131 fps 7.6249 mspf 656 rendered frames
shader 10 ( Per Pixel Environment Mapping): 270 fps 3.6997 mspf 1352 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 234 fps 4.2735 mspf 1170 rendered frames
shader 12 ( Per Pixel Bump Mapping): 159 fps 6.2942 mspf 795 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 94 fps 10.6591 mspf 470 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 92 fps 10.8738 mspf 460 rendered frames
shader 15 ( Per Pixel Wood Shader): 138 fps 7.2492 mspf 690 rendered frames
shader 16 ( Per Pixel Tile Shader): 86 fps 11.6236 mspf 431 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 15 fps 66.0722 mspf 76 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 120 fps 8.3645 mspf 598 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 31 fps 32.6705 mspf 154 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 54 fps 18.4934 mspf 271 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 59 fps 17.0533 mspf 294 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 40 fps 24.8588 mspf 202 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 57 fps 17.5167 mspf 286 rendered frames

nIghtorius
10-05-03, 09:03 AM
Heck.. where are the nVidia benchies??? I can't see any..

only radeon benchies...

well.. to make the picture complete. benchies of my rad9800 @ stock..




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 4.3208 mspf 1158 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 160 fps 6.2590 mspf 799 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 163 fps 6.1475 mspf 814 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 130 fps 7.6901 mspf 651 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 170 fps 5.8878 mspf 850 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 147 fps 6.7927 mspf 737 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 127 fps 7.8907 mspf 634 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 116 fps 8.6455 mspf 579 rendered frames
shader 10 ( Per Pixel Environment Mapping): 238 fps 4.2098 mspf 1188 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 206 fps 4.8619 mspf 1029 rendered frames
shader 12 ( Per Pixel Bump Mapping): 139 fps 7.1710 mspf 698 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 87 fps 11.5382 mspf 434 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 86 fps 11.6230 mspf 431 rendered frames
shader 15 ( Per Pixel Wood Shader): 124 fps 8.0574 mspf 621 rendered frames
shader 16 ( Per Pixel Tile Shader): 76 fps 13.2359 mspf 378 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 13 fps 74.8091 mspf 67 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 104 fps 9.5846 mspf 522 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 27 fps 36.8554 mspf 136 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 46 fps 21.9598 mspf 228 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 49 fps 20.4171 mspf 245 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 36 fps 28.1379 mspf 178 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 50 fps 20.0679 mspf 250 rendered frames

Sazar
10-05-03, 12:18 PM
Originally posted by nIghtorius
Heck.. where are the nVidia benchies??? I can't see any..

only radeon benchies...

well.. to make the picture complete. benchies of my rad9800 @ stock..


none of the gf FX scores I have seen are worth posting.. which probably explains it..

perhaps with new driver releases and 700% increases in scores more gf FX owners will post their shader results..

Behemoth
10-05-03, 11:24 PM
Originally posted by Sazar
none of the gf FX scores I have seen are worth posting.. which probably explains it..

perhaps with new driver releases and 700% increases in scores more gf FX owners will post their shader results..
poor fx owners, they need to wait for optimizations on everything :lame:

ad hoc
10-06-03, 02:20 AM
Here are some FX5900U scores for ya (Det. 45.33):

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 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 ( 101 fps 9.9087 mspf 505 rendered frames
shader 3 ( 70 fps 14.2913 mspf 350 rendered frames
shader 5 ( 57 fps 17.6607 mspf 284 rendered frames
shader 6 ( 71 fps 14.1230 mspf 355 rendered frames
shader 7 ( 60 fps 16.6437 mspf 301 rendered frames
shader 9 ( 26 fps 38.3021 mspf 131 rendered frames
shader 10 ( 130 fps 7.6747 mspf 652 rendered frames
shader 11 ( 113 fps 8.8496 mspf 565 rendered frames
shader 12 ( 50 fps 20.1928 mspf 248 rendered frames
shader 13 ( 34 fps 29.5858 mspf 169 rendered frames
shader 14 ( 38 fps 26.4083 mspf 190 rendered frames
shader 15 ( 52 fps 19.0485 mspf 263 rendered frames
shader 17 ( 5 fps 209.0658 mspf 24 rendered frames
shader 18 ( 21 fps 46.8020 mspf 107 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 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 ( 101 fps 9.9049 mspf 505 rendered frames
shader 3 ( 69 fps 14.5406 mspf 344 rendered frames
shader 5 ( 56 fps 17.8144 mspf 281 rendered frames
shader 6 ( 71 fps 14.1408 mspf 354 rendered frames
shader 7 ( 60 fps 16.6373 mspf 301 rendered frames
shader 9 ( 26 fps 38.7019 mspf 130 rendered frames
shader 10 ( 130 fps 7.6777 mspf 652 rendered frames
shader 11 ( 113 fps 8.8496 mspf 565 rendered frames
shader 12 ( 54 fps 18.4790 mspf 271 rendered frames
shader 13 ( 34 fps 29.5726 mspf 170 rendered frames
shader 14 ( 38 fps 26.2291 mspf 191 rendered frames
shader 15 ( 52 fps 19.0485 mspf 263 rendered frames
shader 17 ( 5 fps 209.0658 mspf 24 rendered frames
shader 18 ( 21 fps 47.4830 mspf 106 rendered frames

Behemoth
10-06-03, 07:02 AM
comparing my anti detect mode results to ad hoc's anti detect mode results, in terms of the number of times 9800pro is faster than 5900ultra:

shader 2 - 2.30x
shader 3 - 2.32x
shader 5 - 2.32x
shader 6 - 2.39x
shader 7 - 2.45x
shader 9 - 4.46x
shader 10 - 1.83x
shader 11 - 1.82x
shader 12 - 2.57x
shader 13 - 2.56x
shader 14 - 2.29x
shader 15 - 2.40x
shader 17 - 2.60x
shader 18 - 5.00x

and ah hoc cpu is 8% faster than mine.. :scarey:

would you still buy fx5900 ultra if you knew its true dx9 performance?