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-   -   ShaderMark v2.1 on My GF6800U (http://www.nvnews.net/vbulletin/showthread.php?t=36613)

gdphk 09-11-04 02:13 AM

ShaderMark v2.1 on My GF6800U
 
Quote:

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:
shader1 (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

shader2 (Per Pixel Diffuse Lighting - ps_3_0):;1006;fps; 0;mspf;5031;rendered frames
shader3 (Per Pixel Directional Light Shader (Phong) - ps_3_0):; 801;fps; 1;mspf;4007;rendered frames
shader4 (Per Pixel Point Light Shader (Phong) - ps_3_0):; 800;fps; 1;mspf;4002;rendered frames
shader5 (Per Pixel Spot Light Shader (Phong) - ps_3_0):; 750;fps; 1;mspf;3752;rendered frames
shader6 (Per Pixel Anisotropic Lighting - ps_3_0):; 773;fps; 1;mspf;3865;rendered frames
shader7 (Per Pixel Fresnel Reflections - ps_3_0):; 701;fps; 1;mspf;3503;rendered frames
shader8 (Per Pixel Car Surface Shader - ps_3_0):; 403;fps; 2;mspf;2015;rendered frames
shader9 (Per Pixel Environment Mapping - ps_3_0):;1151;fps; 0;mspf;5754;rendered frames
shader 10 (Per Pixel Environment Bump Mapping - ps_3_0):; 901;fps; 1;mspf;4508;rendered frames
shader 11 (Per Pixel Bump Mapping - ps_3_0):; 768;fps; 1;mspf;3840;rendered frames
shader 12 (Per Pixel Shadowed Bump Mapping - ps_3_0):; 502;fps; 1;mspf;2511;rendered frames
shader 13 (Per Pixel Veined Marble Shader - ps_3_0):; 402;fps; 2;mspf;2010;rendered frames
shader 14 (Per Pixel Wood Shader - ps_3_0):; 498;fps; 2;mspf;2492;rendered frames
shader 15 (Per Pixel Tile Shader - ps_3_0):; 352;fps; 2;mspf;1760;rendered frames
shader 16 (Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0):; 350;fps; 2;mspf;1751;rendered frames
shader 17 (Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0):; 473;fps; 2;mspf;2364;rendered frames

performance impact of heavy alpha blending

shader 18 (Fur Shader With Anisotropic Lighting - ps_3_0):;62;fps;16;mspf; 310;rendered frames

performance impact of multiple shaders switches

shader 19 (Combination Effect - ps_3_0):; 185;fps; 5;mspf; 926;rendered frames

performance impact of dynamic flow control

shader 20 (Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0):;62;fps;16;mspf; 312;rendered frames
shader 21 (Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0):;90;fps;11;mspf; 449;rendered frames

performance impact of floating point filtering

shader 22 (High Dynamic Range Shader - low quality version without filtering - ps_3_0):; 126;fps; 7;mspf; 629;rendered frames
shader 23 (High Dynamic Range Shader - high quality with fp filtering - ps_3_0):; 142;fps; 7;mspf; 710;rendered frames
shader 24 (High Dynamic Range Shader - high quality without fp filtering - ps_3_0):;87;fps;11;mspf; 434;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):;99;fps;10;mspf; 495;rendered frames
shader 26 (Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0):;96;fps;10;mspf; 479;rendered frames
:nanahump:

fivefeet8 09-11-04 04:51 AM

Re: ShaderMark v2.1 on My GF6800U
 
Nice. One thing I noticed. In test 19, the SM3 and SM2a profile gives the best performance on my card. The SM2 and SM2b profile performance is 2x slower. All other tests seems to run the same speed no matter what Shader Model version is used. All the Shaders seem to be running over 2x faster than in the previous version of Shadermark. Pretty nice.


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