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Sgt_Pitt
06-09-04, 01:03 AM
Heres a test i did with shader mark, if anyone wants any specific info or diferent test run, let me know. :)

Also submit your scores so we can compare the differences


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 106954752
HAL (pure hw vp): NVIDIA GeForce 6800 Ultra (Anti-Detect-Mode: off gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 2

results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s30e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s10e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s10e5

shader 2 ( Per Pixel Diffuse Lighting):; 801;fps; 1;mspf; 4005;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)):; 480;fps; 2;mspf; 2402;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)):; 364;fps; 2;mspf; 1821;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting):; 475;fps; 2;mspf; 2375;rendered frames
shader 7 ( Per Pixel Fresnel Reflections):; 457;fps; 2;mspf; 2288;rendered frames
shader 9 ( Per Pixel Car Surface Shader):; 280;fps; 3;mspf; 1402;rendered frames
shader 10 ( Per Pixel Environment Mapping):; 998;fps; 1;mspf; 4990;rendered frames
shader 11 ( Per Pixel Environment Bump Mapping):; 651;fps; 1;mspf; 3253;rendered frames
shader 12 ( Per Pixel Bump Mapping):; 401;fps; 2;mspf; 2004;rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping):; 288;fps; 3;mspf; 1438;rendered frames
shader 14 ( Per Pixel Veined Marble Shader):; 325;fps; 3;mspf; 1625;rendered frames
shader 15 ( Per Pixel Wood Shader):; 360;fps; 2;mspf; 1800;rendered frames
shader 16 ( Per Pixel Tile Shader):; 247;fps; 4;mspf; 1237;rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting):; 33;fps; 30;mspf; 165;rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting):; 235;fps; 4;mspf; 1175;rendered frames
shader 23 ( Per Pixel Water Colour Shader):; 123;fps; 8;mspf; 614;rendered frames

rewt
06-09-04, 01:17 AM
Nice. #17 really shows this card's shader power. I barely got 7 FPS with my 5900 on that test. I think a RADEON 9800XT pushes 14.

991060
06-09-04, 03:17 AM
score on 61.60(beta) driver:
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 97517568
HAL (pure hw vp): NVIDIA GeForce 6800 Ultra (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: s30e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s10e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s10e5

shader 2 ( Per Pixel Diffuse Lighting): 823 fps 1.2145 mspf 4117 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 480 fps 2.0837 mspf 2400 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 360 fps 2.7754 mspf 1802 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 473 fps 2.1155 mspf 2364 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 450 fps 2.2227 mspf 2250 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 280 fps 3.5699 mspf 1401 rendered frames
shader 10 ( Per Pixel Environment Mapping): 1016 fps 0.9843 mspf 5080 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 680 fps 1.4705 mspf 3401 rendered frames
shader 12 ( Per Pixel Bump Mapping): 459 fps 2.1786 mspf 2295 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 300 fps 3.3302 mspf 1502 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 300 fps 3.3350 mspf 1500 rendered frames
shader 15 ( Per Pixel Wood Shader): 350 fps 2.8591 mspf 1749 rendered frames
shader 16 ( Per Pixel Tile Shader): 240 fps 4.1626 mspf 1202 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 34 fps 29.4261 mspf 170 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 228 fps 4.3838 mspf 1141 rendered frames

rewt
06-09-04, 03:26 AM
Ya got one more FPS on #17, and believe me that takes a lot. BTW, where did you find 61.60? I'd like to give them a try if you would :)

991060
06-09-04, 04:17 AM
A friend of mine sent it to me, I can't post it, sorry.

rewt
06-09-04, 04:37 AM
No biggie :) But can I ask you a question? How do they look and perform?

991060
06-09-04, 04:51 AM
Actually it's not me who did the test, another friend of mine got a 6800. He didn't mention anything special, so I assume the IQ is like always.

maxbero
06-09-04, 05:03 AM
Can anyone run SM with the partial precision on?

Sgt_Pitt
06-09-04, 05:59 AM
61.60 WHAAAT ?? man whos pumping out all these drivers, is it some kid at home playing or really nvidia drivers ? ive been through 5 revisions in 3 days :P

lowdog
06-09-04, 06:23 AM
Won't run? This is from the error log.

(HAL) CheckDeviceFormat(D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R16F): 0 (req. 1)
(HAL) CheckDeviceFormat(0, D3DRTYPE_TEXTURE, D3DFMT_R16F): 0 (req. 1)
(HAL) CheckDeviceFormat(0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_R16F): 0 (req. 1)

:screwy:


BTW useing DX9.0c and 6800U 61.32 drivers.

Evildeus
06-09-04, 07:17 AM
Can you test 16*12 + 8*AA+16*AF with different drivers? In particular 60.72 and 61.32?

MUYA
06-09-04, 07:55 AM
BTW Sgt.Pitt, if anyone hans't yet, let me thank you for sharing your experiences as well as benches with us here at nV News forums. I am sure a lot of us appreciate it :D This goes to all the folks who are going through the trouble in doing so to give us normal folks a taste of the new generation be it NV40 or R420 :D

Drumphil
06-09-04, 08:16 AM
those are sweet scores :)

Its a worry that it still can't run all the tests tho. Whats still missing in the drivers? This carries over from the FX series. I find it hard to believe that its a hardware limitation with the 6800, so why hasn't NV fully implemented sm2 yet.

DSC
06-09-04, 08:24 AM
Nvidia drivers do no support the D3DFMT_R16F texture format used in those tests. TB(Shadermark author) will update the next version of Shadermark so those tests can run on FX and 6 series cards. Even DeltaChrome and Volari cannot run the same tests. It's not a hardware limitation, just the texture format used isn't supported on those cards(FX/6/DeltaChrome/Volari).

lowdog
06-09-04, 08:27 AM
How come I can't even run it ????????????????????????????????

Evildeus
06-09-04, 08:46 AM
Ā§Have you DX9.0c?

Sgt_Pitt
06-09-04, 09:20 AM
i get that same error on startup, i just click ok and it goes on..

(i think you have only d/l the patch, you need the original version as well as the patch)

Sgt_Pitt
06-09-04, 09:27 AM
Ok here is as requested 1600x1200 8AA and 16 AF lol see test 17

for all the ati fanbois just remember ive got a crappy cpu.

ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1600x1200) X8R8G8B8 (D24X8) vram used 265289728
HAL (pure hw vp): NVIDIA GeForce 6800 Ultra (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: s30e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s10e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s10e5

shader 2 ( Per Pixel Diffuse Lighting): 88 fps 11.3984 mspf 439 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 65 fps 15.4905 mspf 323 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 56 fps 17.8544 mspf 281 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 65 fps 15.4637 mspf 324 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 59 fps 16.9381 mspf 296 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 40 fps 25.1477 mspf 199 rendered frames
shader 10 ( Per Pixel Environment Mapping): 117 fps 8.5667 mspf 584 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 64 fps 15.5750 mspf 322 rendered frames
shader 12 ( Per Pixel Bump Mapping): 28 fps 35.9131 mspf 140 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 20 fps 49.5630 mspf 101 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 20 fps 50.0098 mspf 100 rendered frames
shader 15 ( Per Pixel Wood Shader): 45 fps 22.1628 mspf 226 rendered frames
shader 16 ( Per Pixel Tile Shader): 55 fps 18.1942 mspf 275 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 3 fps 326.2006 mspf 17 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 20 fps 51.2695 mspf 98 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 36 fps 27.7727 mspf 181 rendered frames

Sgt_Pitt
06-09-04, 09:35 AM
BTW Sgt.Pitt, if anyone hans't yet, let me thank you for sharing your experiences as well as benches with us here at nV News forums. I am sure a lot of us appreciate it :D This goes to all the folks who are going through the trouble in doing so to give us normal folks a taste of the new generation be it NV40 or R420 :D


Ahh my pleasure mate, Nvidia has given me a heap of fun over the years, and its the least i can do. im a big fan of computer graphics and lots of detail, and all these new special effects which i dont understand but like the sound of (mag) :drooling: Hopefully i can learn a heap from being around here and all you wizards :D

Evildeus
06-09-04, 10:09 AM
Thanks for the test Sgt_Pitt, could you do it @ 10*7 + 8AA+ 16AF, to be able to compare with your first score?