View Full Version : Shadermark 2.1 Released
Whats new-
it's now free for all, no limited shareware version anymore
reduced cpu + driver overhead through redundant render state filtering
GPU performance optimized resource allocation
support for shader model 2.0b and 3.0
nearly all shaders undergone changes and fixes
testing of 2.0 shaders
dynamic pixel shader flow control testing
floating point texture filtering performance testing
multiple render target performance testing
multiple shader test
mean square error (MSE) calculation in the image quality test - hardware rasterizer vs. Microsoft reference rasterizer
http://www.shadermark.de/start.html
I know this isn't totally related to Nvidia hardware... hmmm.. but it does have SM3.0 support :nanahump:
niiiiiiiiiiiiiiiiiice my friend :nanahump:
Thanks! 73mb, Downloading now. Im currently using the 65.76 drivers but it says the 66.31's are required?
yah, but all drivers higher than 61.77 seem to work :o
H3avyM3tal
09-11-04, 03:19 PM
what is this program??
I still don't get it.. How the **** do I install the ForceWare drivers when they do not come in one setup-file? I have tried that look-in-that-folder-for-drivers thing, but it just didn't install the control pannel or anything :(
EDIT: Never mind, these 66.31 drivers I downloaded off from guru3d came with an installation file :)
You need to manually install them through the control panel by selecting update driver, then "Look for driver in.... etc." and "Manually select driver to install."
myshkinbob
09-11-04, 04:55 PM
I was running this in benchmark mode just now, and i'd left rivatuner HW monitor open in the background, i couldn't believe what i saw when i exited out again, this thing pushed my card up to 95c!
Games barely make it break 80c when i leave rivatuner running, and rthdribl can't get it past 85c, shadermark must be the most extreme gpu test available. Here's the graph of 4 runs of shadermark benchmark mode (sharp humps on the left) followed by 5 minutes of rthdribl (steady climb on the right), notice how steeply it makes the temps climb compared to rthdribl. I thought rthdribl was known as the worst for card temperature.
http://www.vapulus.com/cooker.jpg
Try 5 consecutive runs of the benchmark mode, key P, and you'll see what i mean.
Argh! have to use 66.31 drivers? LOL, i just tested those and they failed to 65.76. No go for me.
edit: ok, downloading now if there's a chance I can run them with these drivers (65.76)
Subtestube
09-11-04, 07:46 PM
Erm... I just gave it a run through with 61.77, and it worked fine... dunno what probs you other folks are havin' with them thar drivers.
rellingsen
09-11-04, 09:14 PM
Here is what I am getting.
XFX 6800 Ultra Stock 425/1.15 66.31 Drivers
PS2.0 PS3.0
2 962 962
3 781 781
4 781 781
5 712 709
6 721 721
7 672 672
8 409 385
9 1077 1076
10 841 841
11 721 721
12 481 481
13 418 401
14 481 480
15 277 337
16 330 330
17 450 450
18 55 57
19 165 179
20 55 55 SM3.0 Both
21 88 88 SM3.0 Both
22 119 120
23 132 134
24 80 80 SM3.0 Both
25 94 95
26 90 90
Daneel Olivaw
09-11-04, 10:05 PM
SM3 seems to have no real impact on performance... according to rellingsen
I don't know how this is supposed to look but it's a very boring benchmark. Anyway, i can't make sense of the results nothing to compare it to but it seems like my card was kickin ass judging by the fps.
Ho hum.
fivefeet8
09-11-04, 11:59 PM
If you compare the scores of 6800 cards in ShaderMark 2.1 to ShaderMark 2.0, the fps difference is quite a lot. Also for me, test 19 runs 2x faster with SM3/2a than with SM2/b. Change Shader models while the shader is running. Test 15 also display drastic FPS loss when using SM2/b as apposed to SM2a/SM3.
Drumphil
09-12-04, 12:11 AM
well, its looks like all the competing high end cards perform fairly similar.. which shouldn't be that big a supprise to anyone following the technology. both cards have strong dx9 shader units, and it shows, unlikes the last round of cards. based on those results there isn't really a bad choice of card. they both perform well.
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 132120576
HAL (pure hw vp): NVIDIA GeForce 6800 Ultra (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: Pixel Shader 3_0
results:
shader 1 (Pixel Shader Precision Test): pixel shader 1.1 full precision: s10e8
(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
(Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
(Pixel Shader Precision Test): pixel shader 3.0 partial precision: s10e5
shader 2 (Per Pixel Diffuse Lighting - ps_3_0):;1057;fps; 0;mspf; 5283;rendered frames
shader 3 (Per Pixel Directional Light Shader (Phong) - ps_3_0):; 864;fps; 1;mspf; 4321;rendered frames
shader 4 (Per Pixel Point Light Shader (Phong) - ps_3_0):; 867;fps; 1;mspf; 4334;rendered frames
shader 5 (Per Pixel Spot Light Shader (Phong) - ps_3_0):; 799;fps; 1;mspf; 3997;rendered frames
shader 6 (Per Pixel Anisotropic Lighting - ps_3_0):; 800;fps; 1;mspf; 4002;rendered frames
shader 7 (Per Pixel Fresnel Reflections - ps_3_0):; 750;fps; 1;mspf; 3752;rendered frames
shader 8 (Per Pixel Car Surface Shader - ps_3_0):; 429;fps; 2;mspf; 2148;rendered frames
shader 9 (Per Pixel Environment Mapping - ps_3_0):;1189;fps; 0;mspf; 5946;rendered frames
shader 10 (Per Pixel Environment Bump Mapping - ps_3_0):; 950;fps; 1;mspf; 4750;rendered frames
shader 11 (Per Pixel Bump Mapping - ps_3_0):; 801;fps; 1;mspf; 4006;rendered frames
shader 12 (Per Pixel Shadowed Bump Mapping - ps_3_0):; 535;fps; 1;mspf; 2677;rendered frames
shader 13 (Per Pixel Veined Marble Shader - ps_3_0):; 444;fps; 2;mspf; 2220;rendered frames
shader 14 (Per Pixel Wood Shader - ps_3_0):; 532;fps; 1;mspf; 2661;rendered frames
shader 15 (Per Pixel Tile Shader - ps_3_0):; 377;fps; 2;mspf; 1884;rendered frames
shader 16 (Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0):; 367;fps; 2;mspf; 1835;rendered frames
shader 17 (Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0):; 498;fps; 2;mspf; 2489;rendered frames
performance impact of heavy alpha blending
shader 18 (Fur Shader With Anisotropic Lighting - ps_3_0):; 65;fps; 15;mspf; 326;rendered frames
performance impact of multiple shaders switches
shader 19 (Combination Effect - ps_3_0):; 192;fps; 5;mspf; 959;rendered frames
performance impact of dynamic flow control
shader 20 (Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0):; 65;fps; 15;mspf; 328;rendered frames
shader 21 (Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0):; 95;fps; 10;mspf; 477;rendered frames
performance impact of floating point filtering
shader 22 (High Dynamic Range Shader - low quality version without filtering - ps_3_0):; 131;fps; 7;mspf; 657;rendered frames
shader 23 (High Dynamic Range Shader - high quality with fp filtering - ps_3_0):; 149;fps; 6;mspf; 746;rendered frames
shader 24 (High Dynamic Range Shader - high quality without fp filtering - ps_3_0):; 91;fps; 11;mspf; 455;rendered frames
performance impact of multiple render targets
shader 25 (Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0):; 105;fps; 9;mspf; 524;rendered frames
shader 26 (Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0):; 100;fps; 9;mspf; 503;rendered frames
P4E@3.8GHz, 1GB RAM@500MHz 2.5,4,3,5,4, GF6800U@476/1250MHz :ORDER:
fivefeet8
09-12-04, 12:50 AM
Here are my results.
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 128974848
HAL (pure hw vp): NVIDIA GeForce 6800 Ultra (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: Pixel Shader 3_0
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s10e8
( 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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s10e5
shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 1014 fps 0.9864 mspf 5073 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 840 fps 1.1906 mspf 4203 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 840 fps 1.1900 mspf 4205 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 741 fps 1.3488 mspf 3710 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 797 fps 1.2551 mspf 3987 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 742 fps 1.3484 mspf 3711 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 427 fps 2.3405 mspf 2138 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 1184 fps 0.8443 mspf 5927 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 951 fps 1.0515 mspf 4759 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 797 fps 1.2541 mspf 3990 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 557 fps 1.7967 mspf 2785 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 458 fps 2.1832 mspf 2292 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 519 fps 1.9268 mspf 2597 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 363 fps 2.7539 mspf 1817 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 371 fps 2.6932 mspf 1858 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 494 fps 2.0234 mspf 2473 rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 69 fps 14.5803 mspf 344 rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_3_0): 206 fps 4.8629 mspf 1029 rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 58 fps 17.3087 mspf 290 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 93 fps 10.7611 mspf 465 rendered frames
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 132 fps 7.5761 mspf 661 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 148 fps 6.7765 mspf 739 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 87 fps 11.4858 mspf 436 rendered frames
performance impact of multiple render targets
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0): 104 fps 9.6601 mspf 518 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 100 fps 10.0279 mspf 499 rendered frames
Post up results from different cards. These were done with the 66.31 beta forceware's. The recommended drivers. There also seems to be a factless debate on the validity of using these drivers with Shadermark2.1 going on at rage3d because the 6800 ultra's are winning most tests. :retard:
poppachocks
09-12-04, 09:47 AM
Post up results from different cards. These were done with the 66.31 beta forceware's. The recommended drivers. There also seems to be a factless debate on the validity of using these drivers with Shadermark2.1 going on at rage3d because the 6800 ultra's are winning most tests. :retard:
Yeah, saw that thread over there. Pretty funny stuff (especially the crappy looking Doom3 pics). Always good for a laugh. :rolleyes:
NoWayDude
09-12-04, 05:09 PM
Here are mine
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 132120576
HAL (pure hw vp): NVIDIA GeForce 6800 GT (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: Pixel Shader 3_0 - all fp32
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s10e8
( 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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s10e5
shader 2 ( Per Pixel Diffuse Lighting - ps_3_0):; 776;fps; 1;mspf; 3879;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0):; 580;fps; 1;mspf; 2900;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0):; 644;fps; 1;mspf; 3223;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0):; 408;fps; 2;mspf; 2040;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0):; 579;fps; 1;mspf; 2898;rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0):; 510;fps; 1;mspf; 2549;rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0):; 348;fps; 2;mspf; 1740;rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0):;1137;fps; 0;mspf; 5686;rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0):; 880;fps; 1;mspf; 4400;rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0):; 540;fps; 1;mspf; 2700;rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0):; 360;fps; 2;mspf; 1801;rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0):; 360;fps; 2;mspf; 1800;rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0):; 405;fps; 2;mspf; 2023;rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0):; 290;fps; 3;mspf; 1451;rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0):; 260;fps; 3;mspf; 1300;rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0):; 320;fps; 3;mspf; 1599;rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0):; 41;fps; 24;mspf; 206;rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_3_0):; 157;fps; 6;mspf; 788;rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0):; 53;fps; 19;mspf; 263;rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0):; 84;fps; 11;mspf; 418;rendered frames
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0):; 114;fps; 8;mspf; 573;rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0):; 126;fps; 7;mspf; 632;rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0):; 77;fps; 12;mspf; 387;rendered frames
performance impact of multiple render targets
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0):; 87;fps; 11;mspf; 438;rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0):; 84;fps; 11;mspf; 421;rendered frames
fivefeet8
09-12-04, 06:10 PM
How about someone with An Ati X800xtpe post up their results.
jbirney
09-12-04, 06:35 PM
How about someone with An Ati X800xtpe post up their results.
Bunch of them over at Beyond3d forums...
http://www.beyond3d.com/forum/viewtopic.php?t=16116&postdays=0&postorder=asc&start=0
not too bad for an athlon xp system
pixel shader version: Pixel Shader 3_0
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s10e8
( 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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s10e5
shader 2 ( Per Pixel Diffuse Lighting - ps_3_0):; 801;fps; 1;mspf; 4007;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0):; 694;fps; 1;mspf; 3469;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0):; 600;fps; 1;mspf; 3002;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0):; 550;fps; 1;mspf; 2751;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0):; 575;fps; 1;mspf; 2875;rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0):; 574;fps; 1;mspf; 2869;rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0):; 350;fps; 2;mspf; 1752;rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0):; 948;fps; 1;mspf; 4741;rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0):; 771;fps; 1;mspf; 3858;rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0):; 600;fps; 1;mspf; 3002;rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0):; 400;fps; 2;mspf; 2003;rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0):; 250;fps; 3;mspf; 1253;rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0):; 381;fps; 2;mspf; 1907;rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0):; 274;fps; 3;mspf; 1372;rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0):; 283;fps; 3;mspf; 1417;rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0):; 392;fps; 2;mspf; 1961;rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0):; 43;fps; 23;mspf; 215;rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_3_0):; 148;fps; 6;mspf; 741;rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0):; 46;fps; 21;mspf; 231;rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0):; 74;fps; 13;mspf; 371;rendered frames
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0):; 110;fps; 9;mspf; 553;rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0):; 120;fps; 8;mspf; 600;rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0):; 74;fps; 13;mspf; 368;rendered frames
performance impact of multiple render targets
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0):; 73;fps; 13;mspf; 367;rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0):; 71;fps; 14;mspf; 354;rendered frames
Abit mobo
amd 2500@ 2.1ghz
1gb corsair pc 3200
2x80 gb maxtor 7200 rpm 8mb cache
bfg 6800gt (stock)
winxp home
fivefeet8
09-12-04, 07:13 PM
Bunch of them over at Beyond3d forums...
http://www.beyond3d.com/forum/viewtopic.php?t=16116&postdays=0&postorder=asc&start=0
Yeah. Saw that thead, but I'd like to see some here who has the card to post up their results as well.
Annihlist
09-12-04, 11:40 PM
My card artifacts a lot in this test. Never had anything more gpu intensive. Had never seen artifacts before with my 450/1200 o/c, and temp doesn't go above 80C, strange.
JD-Scorpion
09-13-04, 05:06 AM
http://12.22.230.41/MicroTech/Hosted/Images/resize.jpg
For you blind guys (http://12.22.230.41/MicroTech/Hosted/Images/Beta-neg.jpg) ;)
My ShaderMark txt files!! (http://12.22.230.41/MicroTech/Hosted/Games/ShaderMark2.1.rar)
vBulletin® v3.7.1, Copyright ©2000-2013, Jelsoft Enterprises Ltd.