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#1 | |
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Join Date: Nov 2002
Location: CDA
Posts: 1,510
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I was looking for another thread to post this in but i could not find one.
Anyway.. I had been trying to Figure out how the 5900U could be so competative with the 9800pro in this "Modern" Benchmark. Then I found this.. Quote:
Which brings me to a little Side Question. Doesnt it seem a little odd that Nvidia is not Screeming about this benchmark for the same Reasons they hammered 3dmark03?
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Overam Mirage 4700 3.2ghz P4 HT SIS 748FX Chipset 800mhz FSB 1Gig DDR-400 60Gig 7200RPM HD Radeon 9600M Turbo 128 (400/250) Catalyst 4.2 Latest good read. [url]http://www.hardocp.com/article.html?art=NTc4LDE=http://www.hardocp.com/article.html?art=NTc4LDE=[/url] Last edited by Hellbinder; 09-14-03 at 12:45 AM. |
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#2 | |
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*BANNNED*
Join Date: Feb 2003
Posts: 379
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AM3 doesn't have nearly the name recognition as 3dMark.
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#3 |
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Guest
Posts: n/a
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Hellbinder,
Is that the standard codepath, or a special NV3x codepath? |
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#4 | |
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Quote:
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#5 | |
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Join Date: Jul 2002
Location: Highland, IN USA
Posts: 4,944
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Quote:
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[SIZE=1][I]"It was very important to us that NVIDIA did not know exactly where to aim. As a result they seem to have over-engineered in some aspects creating a power-hungry monster which is going to be very expensive for them to manufacture. We have a beautifully balanced piece of hardware that beats them on pure performance, cost, scalability, future mobile relevance, etc. That's all because they didn't know what to aim at." -R.Huddy[/I] [/SIZE] |
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#6 | |
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Mr. Extreme!
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Do me a favor... Tell us what this means.
I'm sure there r many who do not know. ![]()
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Notebook! ![]() Compaq Presario CQ60-215DX AMD 64 Athlon X2 @ 2GHz (QL62) 15.6 inch HD WideScreen Nvidia 8200M-G 895mb 2Gig system ram 250Gig SATA 5400rpm HDrive Vista Premium |
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#7 |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 2,831
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The SVIST (Shader Visualisation Technique ) test indicates the type of pixel shader that's being used. When I ran SVIST on the 9800 Pro, I would say that 50-60% of the output was based on PS 2.0. I'm not sure if the test provides ending statistics since I cancelled it after 3 minutes or so.
This information is from the AM3 documentation on shaders. The effects and their variations are currently implemented by 190 different vertex shaders and 39 pixel shaders. These numbers of shaders in combinations with the various non-pixel shader rendering techniques for DirectX 7 class hardware allow for testing the rendering hardware and their resource management to its limits. In the following table you find an AquaMark3 shader overview. Number of shaders: VS1.1 (DX8) : 190 VS2.0 (DX9) : 3 PS1.1 (DX8) : 30 PS1.4 (DX8) : 5 PS2.0 (DX9) : 4 Average number of insturctions per shader: VS1.1 (DX8) : up to 70 VS2.0 (DX9) : up to 50 PS1.1 (DX8) : up to 13 PS1.4 (DX8) : up to 13 PS2.0 (DX9) : up to 40 4.1.2 Floating Point Numbers In Shaders AquaMark3 applies the whole range from FP64 to FP128 floating point accuracy. We think the developer is still in charge to decide which accuracy should be considered for a certain effect to optimize the rendering efficiency. In general, every effect with floating point numbers covering a wide numerical range and the need to be represented by an exponent (as world space coordinates per pixel) benefits from a high internal precision (FP128). That means mainly special effects which use geometric information inside the pixel shader (as high dynamic range illuminated normal mapping with a self shadowing term) need high precision. AquaMark3 does not require functionality in this respect. Nevertheless we use high internal precision for the texture coordinate iterators because AquaMark3 utilizes effects which calculate texture coordinates on the basis of world space positions (caustics, fog, detail maps etc.). Besides, the majority of AquaMark3s effects are implemented in less accuracy and make availible precision hints to the API. There's a thread in the AM3 forum where this was being dicussed. It appears that AM3 will not "fall back" to an earlier shader version in the TRISCORE (default benchmark) run. http://arc.aquamark3.com/forum/showt...=&threadid=101 |
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#8 | |
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Guest
Posts: n/a
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Quote:
One thing I'm still not clear on, is whether there are different codepaths for different IHVs. So far it sounds like there are. But I thought Massive said no IHVs received preferential treatment in their benchmark, which would make no sense if there were different codepaths of different cards. |
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#9 | |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 2,831
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Quote:
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#10 |
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Mr. Extreme!
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Is AM3 based off aquanox 2? Or is it totally new?
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Quote:
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#12 | |
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Mr. Extreme!
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Quote:
I know that B. ![]() I was just wondering if AM3 was based off it or something even newer. So AN2 uses DX9? I did not know that. I figured it was just a DX8.1 game. ![]() |
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