View Single Post
Old 09-11-04, 02:13 AM   #1
gdphk
Registered User
 
Join Date: Sep 2004
Posts: 210
Default 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
gdphk is offline   Reply With Quote