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-   -   3DMark05 pixel pipeline/vertex scaling on NV40 GPU's (http://www.nvnews.net/vbulletin/showthread.php?t=39276)

ChrisRay 10-23-04 05:14 AM

3DMark05 pixel pipeline/vertex scaling on NV40 GPU's
 
Wanting to take a deeper look into the performance variables of 3dmark, Paticularly its vertex emphasis, I decided to collect and gather data of how well 3dmark scales with pixel pipelines and vertex units.

Here is the chart.


http://members.cox.net/omega1979/nvnews/vertex.png



Game Test 1: This result actually surprised me. The vertex shader emphasis is relatively small here, And this test is definately pixel shader bound.


Game Test 2: This is yet another interesting result, The emphasis on vertex performance is rather astounding. In some cases disabling vertex units has much more profound impact than disabling 4 pixel pipelines. It is my subjective opinion that this test is unrealistic in regards to gaming and polygon counts.

GameTest 3: This test is very balanced between vertex/pixel shader performance. Losing fairly fair shares of performance with each disabled.



Conclusion: Why this conclusion is half based and only based off a night's work. I have to say that denying 3dmarks' extreme load on vertex performance is folly. This benchmark is as vertex limited as it is pixel limited. Whether this vertex performance will be a realistic interpretation of future gaming remains to be seen. I personally have my doubts we'll be seeing games with over 1 million drawn polygons per scene anytime soon. Even Unreal 3.0 will only draw 400,000.

P.S. This information oughta be useful for your soft modders, give ya an idea of what to expect ;)

Subtestube 10-23-04 06:15 AM

Re: 3dmark05 Pixel Pipeline/Vertex Scaling on NV40 GPUS
 
Hrm... I'm actually interested in why the NV40's vertex performance is FAR more reflective of its clock speed than its Pixel performance is. In other words - the NV40 does a lot better in terms of pixel fill per clock than vertex fill. Or at least, that's what it looks like to me.

Interesting results though - top effort in producing this!

anzak 10-23-04 10:56 AM

Re: 3dmark05 Pixel Pipeline/Vertex Scaling on NV40 GPUS
 
Nice work!

Fahim 10-23-04 01:58 PM

Re: 3dmark05 Pixel Pipeline/Vertex Scaling on NV40 GPUS
 
3DMark05 is pixel limited too. Here are my X800 PRO scores:

ASUS AX800 PRO/TVD 256MB (475,900) 12x1 / 6 VS Units = 4600 3DMarks

ASUS AX800 PRO/TVD 256MB (475,900) 16x1 / 6 VS Units = 5111 3DMarks

ATI RADEON X800 XT Platinum Edition (520,1120) 16x1 / 6 VS Units = 5795 3DMarks

ChrisRay 10-23-04 03:26 PM

Re: 3dmark05 Pixel Pipeline/Vertex Scaling on NV40 GPUS
 
Quote:

Originally Posted by Fahim
3DMark05 is pixel limited too. Here are my X800 PRO scores:

ASUS AX800 PRO/TVD 256MB (475,900) 12x1 / 6 VS Units = 4600 3DMarks

ASUS AX800 PRO/TVD 256MB (475,900) 16x1 / 6 VS Units = 5111 3DMarks

ATI RADEON X800 XT Platinum Edition (520,1120) 16x1 / 6 VS Units = 5795 3DMarks

Of course its pixel limited too. No where did I suggest it wasnt, But its definately got a huge emphasis on vertex performance as well.

GlowStick 10-23-04 04:00 PM

Re: 3dmark05 Pixel Pipeline/Vertex Scaling on NV40 GPUS
 
Very intresting results, espically the diffrene between 8x1 adn 16x1 :o

hectorsm 10-26-04 02:57 PM

Re: 3dmark05 Pixel Pipeline/Vertex Scaling on NV40 GPUS
 
Quote:

Originally Posted by GlowStick
Very intresting results, espically the diffrene between 8x1 adn 16x1 :o

I agree. It seems as if 3dmark05 isn't pushing the limits of the 16 pixel units. The difference between 16 and 12 pixel unit is far less than the difference between 12 and 8 pixel units. There seems to be some kind of threshhold around 8 pixel units.

That could explains why I only got about 300-400 point more when I enabled the extra 4 pixel units on my BGF 6800 OC.

I wonder if higher clock speed will reduce the difference?

ChrisRay 10-26-04 04:07 PM

Re: 3dmark05 Pixel Pipeline/Vertex Scaling on NV40 GPUS
 
Quote:

Originally Posted by hectorsm
I agree. It seems as if 3dmark05 isn't pushing the limits of the 16 pixel units. The difference between 16 and 12 pixel unit is far less than the difference between 12 and 8 pixel units. There seems to be some kind of threshhold around 8 pixel units.

That could explains why I only got about 300-400 point more when I enabled the extra 4 pixel units on my BGF 6800 OC.

I wonder if higher clock speed will reduce the difference?


to me this implies a bandwith restriction even on the shader units, It makes me wonder if even the Nv4x series are seeing diminishing returns at 16 pipes (compared to 8x1 to 12x1) I wonder how bandwith limited the X800 is.

Which would of course raise several other questions, Clock effiency, Shader efficiency, ect


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