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Old 09-29-03, 12:15 PM   #1
Spiritwalker
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Code:
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 116391936
HAL (pure hw vp): RADEON 9600 SERIES  (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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 132 fps	  7.5643 mspf	     661 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	  92 fps	 10.8932 mspf	     459 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	  93 fps	 10.7066 mspf	     467 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	  75 fps	 13.3187 mspf	     376 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	  97 fps	 10.2669 mspf	     487 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	  85 fps	 11.7647 mspf	     425 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	  74 fps	 13.4409 mspf	     372 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  67 fps	 14.9254 mspf	     335 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 134 fps	  7.4516 mspf	     671 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 118 fps	  8.4746 mspf	     590 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	  80 fps	 12.4378 mspf	     402 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  59 fps	 17.0068 mspf	     294 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  65 fps	 15.3374 mspf	     326 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	  79 fps	 12.7102 mspf	     394 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  44 fps	 22.9716 mspf	     218 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	   8 fps	130.4086 mspf	      39 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  59 fps	 17.0068 mspf	     294 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  15 fps	 64.7035 mspf	      78 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  32 fps	 31.3477 mspf	     160 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  36 fps	 27.5155 mspf	     182 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  21 fps	 47.6190 mspf	     105 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  23 fps	 42.9354 mspf	     117 rendered frames
on a barton 2500+ at stock
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Old 09-29-03, 12:50 PM   #2
Sazar
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Code:
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 136314880
HAL (pure hw vp): ALL-IN-WONDER 9700 SERIES (Anti-Detect-Mode: on, 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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 183 fps	  5.4585 mspf	     916 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 132 fps	  7.5758 mspf	     660 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 132 fps	  7.5873 mspf	     659 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 108 fps	  9.2395 mspf	     542 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 140 fps	  7.1382 mspf	     701 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 122 fps	  8.1833 mspf	     611 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	  96 fps	 10.4113 mspf	     481 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  93 fps	 10.7843 mspf	     464 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 204 fps	  4.8924 mspf	    1022 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 178 fps	  5.6306 mspf	     888 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 118 fps	  8.4890 mspf	     589 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  75 fps	 13.2482 mspf	     378 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  77 fps	 12.9199 mspf	     387 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 103 fps	  9.6712 mspf	     517 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  63 fps	 15.8854 mspf	     315 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  11 fps	 91.1222 mspf	      55 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  88 fps	 11.3895 mspf	     439 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  23 fps	 42.6377 mspf	     118 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  41 fps	 24.5290 mspf	     204 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  44 fps	 22.8311 mspf	     219 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  30 fps	 33.1126 mspf	     151 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  46 fps	 21.9470 mspf	     228 rendered frames
done with anti-detect on.. will try again with it off...

Last edited by Sazar; 09-29-03 at 02:48 PM.
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Old 09-29-03, 12:58 PM   #3
Sazar
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Code:
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 136314880
HAL (pure hw vp): ALL-IN-WONDER 9700 SERIES (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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 183 fps	  5.4585 mspf	     916 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 132 fps	  7.5758 mspf	     660 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 132 fps	  7.5873 mspf	     659 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 108 fps	  9.2323 mspf	     542 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 140 fps	  7.1429 mspf	     700 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 122 fps	  8.1833 mspf	     611 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	  96 fps	 10.4113 mspf	     481 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  93 fps	 10.7843 mspf	     464 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 204 fps	  4.8924 mspf	    1022 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 178 fps	  5.6306 mspf	     888 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 118 fps	  8.4890 mspf	     589 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  75 fps	 13.2482 mspf	     378 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  77 fps	 12.9199 mspf	     387 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 103 fps	  9.6712 mspf	     517 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  63 fps	 15.8854 mspf	     315 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  11 fps	 91.1932 mspf	      55 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  88 fps	 11.3725 mspf	     440 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  23 fps	 42.6377 mspf	     118 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  40 fps	 24.7075 mspf	     203 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  43 fps	 22.9895 mspf	     218 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  30 fps	 33.1126 mspf	     151 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  45 fps	 22.0155 mspf	     228 rendered frames
with and w/o == no discernible difference...

Last edited by Sazar; 09-29-03 at 02:49 PM.
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Old 09-29-03, 01:56 PM   #4
Behemoth
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Join Date: Apr 2003
Location: Darkness Falls
Posts: 841
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Code:
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 137363456
HAL (pure hw vp): RADEON 9800 PRO (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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 232 fps	  4.3117 mspf	    1160 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 160 fps	  6.2600 mspf	     799 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 163 fps	  6.1356 mspf	     815 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 130 fps	  7.6749 mspf	     652 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 170 fps	  5.8754 mspf	     851 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 147 fps	  6.7797 mspf	     738 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 127 fps	  7.8742 mspf	     635 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 116 fps	  8.6404 mspf	     579 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 238 fps	  4.2011 mspf	    1191 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 206 fps	  4.8525 mspf	    1031 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 139 fps	  7.1719 mspf	     698 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  87 fps	 11.4696 mspf	     436 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  87 fps	 11.4999 mspf	     435 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 125 fps	  8.0179 mspf	     624 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  76 fps	 13.2032 mspf	     379 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  13 fps	 74.7508 mspf	      67 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 105 fps	  9.5527 mspf	     524 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  27 fps	 36.7503 mspf	     137 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  50 fps	 20.1563 mspf	     249 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  54 fps	 18.6695 mspf	     268 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  36 fps	 28.0700 mspf	     179 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  52 fps	 19.1856 mspf	     261 rendered frames


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 137363456
HAL (pure hw vp): RADEON 9800 PRO (Anti-Detect-Mode: on, 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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 232 fps	  4.3117 mspf	    1160 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 160 fps	  6.2600 mspf	     799 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 163 fps	  6.1356 mspf	     815 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 130 fps	  7.6745 mspf	     652 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 170 fps	  5.8756 mspf	     851 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 147 fps	  6.7797 mspf	     738 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 127 fps	  7.8742 mspf	     635 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 116 fps	  8.6404 mspf	     579 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 238 fps	  4.2011 mspf	    1191 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 206 fps	  4.8525 mspf	    1031 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 139 fps	  7.1719 mspf	     698 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  87 fps	 11.4687 mspf	     436 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  87 fps	 11.4999 mspf	     435 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 125 fps	  8.0175 mspf	     624 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  76 fps	 13.2029 mspf	     379 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  13 fps	 74.7489 mspf	      67 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 105 fps	  9.5525 mspf	     524 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  27 fps	 36.7521 mspf	     137 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  50 fps	 20.1244 mspf	     249 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  54 fps	 18.6373 mspf	     269 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  36 fps	 28.0700 mspf	     179 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  52 fps	 19.1894 mspf	     261 rendered frames
on a p4 3G @ stock clock, everything @ default, 0xAA 0xAF.
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Old 09-30-03, 12:48 AM   #5
saturnotaku
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Join Date: Jul 2001
Location: The 'burbs, IL USA
Posts: 12,502
Default

Code:
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 137363456
HAL (pure hw vp): RADEON 9500 (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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 215 fps	  4.6452 mspf	    1077 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 148 fps	  6.7401 mspf	     742 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 151 fps	  6.6150 mspf	     756 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 121 fps	  8.2733 mspf	     605 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 158 fps	  6.3389 mspf	     789 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 137 fps	  7.3032 mspf	     685 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 118 fps	  8.4428 mspf	     593 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 108 fps	  9.2933 mspf	     539 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 221 fps	  4.5287 mspf	    1105 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 192 fps	  5.2175 mspf	     959 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 130 fps	  7.7201 mspf	     648 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  82 fps	 12.1605 mspf	     412 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  84 fps	 11.9141 mspf	     420 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 118 fps	  8.4887 mspf	     590 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  70 fps	 14.2148 mspf	     352 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  12 fps	 80.2031 mspf	      63 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  97 fps	 10.3193 mspf	     485 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  25 fps	 39.3965 mspf	     127 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  48 fps	 20.7386 mspf	     242 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  52 fps	 19.1760 mspf	     261 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  33 fps	 30.1841 mspf	     166 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  48 fps	 20.6778 mspf	     242 rendered frames


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 137363456
HAL (pure hw vp): RADEON 9500 (Anti-Detect-Mode: on, 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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 215 fps	  4.6454 mspf	    1077 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 148 fps	  6.7405 mspf	     742 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 151 fps	  6.6154 mspf	     756 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 121 fps	  8.2737 mspf	     605 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 158 fps	  6.3392 mspf	     789 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 137 fps	  7.3027 mspf	     685 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 118 fps	  8.4432 mspf	     593 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 108 fps	  9.2938 mspf	     538 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 221 fps	  4.5287 mspf	    1105 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 192 fps	  5.2168 mspf	     959 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 130 fps	  7.7201 mspf	     648 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  82 fps	 12.1602 mspf	     412 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  84 fps	 11.9135 mspf	     420 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 118 fps	  8.4894 mspf	     589 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  70 fps	 14.2148 mspf	     352 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  12 fps	 80.1983 mspf	      63 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  97 fps	 10.3195 mspf	     485 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  25 fps	 39.3980 mspf	     127 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  48 fps	 20.7444 mspf	     242 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  52 fps	 19.1802 mspf	     261 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  33 fps	 30.1834 mspf	     166 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  48 fps	 20.6758 mspf	     242 rendered frames
Not bad for a $128 card.
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Old 09-30-03, 02:20 AM   #6
Behemoth
radeon 9800 pro
 
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Join Date: Apr 2003
Location: Darkness Falls
Posts: 841
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Quote:
Originally posted by saturnotaku

Not bad for a $128 card.
you lucky bastard
see my 9800pro @ 432MHz core
Code:
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 137363456
HAL (pure hw vp): RADEON 9800 PRO (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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 263 fps	  3.7994 mspf	    1316 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 182 fps	  5.4967 mspf	     910 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 186 fps	  5.3879 mspf	     928 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 148 fps	  6.7438 mspf	     742 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 193 fps	  5.1760 mspf	     966 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 168 fps	  5.9641 mspf	     839 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 143 fps	  6.9957 mspf	     715 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 131 fps	  7.6249 mspf	     656 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 270 fps	  3.6997 mspf	    1352 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 234 fps	  4.2735 mspf	    1170 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 159 fps	  6.2942 mspf	     795 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  94 fps	 10.6591 mspf	     470 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  92 fps	 10.8738 mspf	     460 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 138 fps	  7.2492 mspf	     690 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  86 fps	 11.6236 mspf	     431 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  15 fps	 66.0722 mspf	      76 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 120 fps	  8.3645 mspf	     598 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  31 fps	 32.6705 mspf	     154 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  54 fps	 18.4934 mspf	     271 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  59 fps	 17.0533 mspf	     294 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  40 fps	 24.8588 mspf	     202 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  57 fps	 17.5167 mspf	     286 rendered frames
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Old 10-05-03, 08:03 AM   #7
nIghtorius
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Default Where are the nVidia benchies?

Heck.. where are the nVidia benchies??? I can't see any..

only radeon benchies...

well.. to make the picture complete. benchies of my rad9800 @ stock..

Code:

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 136314880
HAL (pure hw vp): RADEON 9800 PRO  (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: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
          (                                           Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7

shader  2 (                                            Per Pixel Diffuse Lighting):	 231 fps	  4.3208 mspf	    1158 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 160 fps	  6.2590 mspf	     799 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 163 fps	  6.1475 mspf	     814 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 130 fps	  7.6901 mspf	     651 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 170 fps	  5.8878 mspf	     850 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 147 fps	  6.7927 mspf	     737 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 127 fps	  7.8907 mspf	     634 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 116 fps	  8.6455 mspf	     579 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 238 fps	  4.2098 mspf	    1188 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 206 fps	  4.8619 mspf	    1029 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 139 fps	  7.1710 mspf	     698 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  87 fps	 11.5382 mspf	     434 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  86 fps	 11.6230 mspf	     431 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 124 fps	  8.0574 mspf	     621 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  76 fps	 13.2359 mspf	     378 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  13 fps	 74.8091 mspf	      67 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 104 fps	  9.5846 mspf	     522 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  27 fps	 36.8554 mspf	     136 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  46 fps	 21.9598 mspf	     228 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  49 fps	 20.4171 mspf	     245 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  36 fps	 28.1379 mspf	     178 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  50 fps	 20.0679 mspf	     250 rendered frames
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Old 10-05-03, 11:18 AM   #8
Sazar
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Default Re: Where are the nVidia benchies?

Quote:
Originally posted by nIghtorius
Heck.. where are the nVidia benchies??? I can't see any..

only radeon benchies...

well.. to make the picture complete. benchies of my rad9800 @ stock..
none of the gf FX scores I have seen are worth posting.. which probably explains it..

perhaps with new driver releases and 700% increases in scores more gf FX owners will post their shader results..
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Old 10-05-03, 10:24 PM   #9
Behemoth
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Default Re: Re: Where are the nVidia benchies?

Quote:
Originally posted by Sazar
none of the gf FX scores I have seen are worth posting.. which probably explains it..

perhaps with new driver releases and 700% increases in scores more gf FX owners will post their shader results..
poor fx owners, they need to wait for optimizations on everything
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Old 10-06-03, 01:20 AM   #10
ad hoc
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Here are some FX5900U scores for ya (Det. 45.33):

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 56623104
HAL (pure hw vp): NVIDIA GeForce FX 5900 Ultra (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

results:
shader 2 ( 101 fps 9.9087 mspf 505 rendered frames
shader 3 ( 70 fps 14.2913 mspf 350 rendered frames
shader 5 ( 57 fps 17.6607 mspf 284 rendered frames
shader 6 ( 71 fps 14.1230 mspf 355 rendered frames
shader 7 ( 60 fps 16.6437 mspf 301 rendered frames
shader 9 ( 26 fps 38.3021 mspf 131 rendered frames
shader 10 ( 130 fps 7.6747 mspf 652 rendered frames
shader 11 ( 113 fps 8.8496 mspf 565 rendered frames
shader 12 ( 50 fps 20.1928 mspf 248 rendered frames
shader 13 ( 34 fps 29.5858 mspf 169 rendered frames
shader 14 ( 38 fps 26.4083 mspf 190 rendered frames
shader 15 ( 52 fps 19.0485 mspf 263 rendered frames
shader 17 ( 5 fps 209.0658 mspf 24 rendered frames
shader 18 ( 21 fps 46.8020 mspf 107 rendered frames


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 56623104
HAL (pure hw vp): NVIDIA GeForce FX 5900 Ultra (Anti-Detect-Mode: on, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

results:
shader 2 ( 101 fps 9.9049 mspf 505 rendered frames
shader 3 ( 69 fps 14.5406 mspf 344 rendered frames
shader 5 ( 56 fps 17.8144 mspf 281 rendered frames
shader 6 ( 71 fps 14.1408 mspf 354 rendered frames
shader 7 ( 60 fps 16.6373 mspf 301 rendered frames
shader 9 ( 26 fps 38.7019 mspf 130 rendered frames
shader 10 ( 130 fps 7.6777 mspf 652 rendered frames
shader 11 ( 113 fps 8.8496 mspf 565 rendered frames
shader 12 ( 54 fps 18.4790 mspf 271 rendered frames
shader 13 ( 34 fps 29.5726 mspf 170 rendered frames
shader 14 ( 38 fps 26.2291 mspf 191 rendered frames
shader 15 ( 52 fps 19.0485 mspf 263 rendered frames
shader 17 ( 5 fps 209.0658 mspf 24 rendered frames
shader 18 ( 21 fps 47.4830 mspf 106 rendered frames
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Last edited by ad hoc; 10-06-03 at 01:24 AM.
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Old 10-06-03, 06:02 AM   #11
Behemoth
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comparing my anti detect mode results to ad hoc's anti detect mode results, in terms of the number of times 9800pro is faster than 5900ultra:

shader 2 - 2.30x
shader 3 - 2.32x
shader 5 - 2.32x
shader 6 - 2.39x
shader 7 - 2.45x
shader 9 - 4.46x
shader 10 - 1.83x
shader 11 - 1.82x
shader 12 - 2.57x
shader 13 - 2.56x
shader 14 - 2.29x
shader 15 - 2.40x
shader 17 - 2.60x
shader 18 - 5.00x

and ah hoc cpu is 8% faster than mine..

would you still buy fx5900 ultra if you knew its true dx9 performance?
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