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Gast
2004-09-11, 10:59:43
www.guru3d.com


Hier meine Ergebnisse mit dem 65.90 Treiber!!!!

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 2_0 - all fp32

results:
shader 1 ( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_2_0):; 826;fps; 1;mspf; 4132;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0):; 619;fps; 1;mspf; 3098;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0):; 550;fps; 1;mspf; 2754;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0):; 394;fps; 2;mspf; 1972;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0):; 575;fps; 1;mspf; 2876;rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0):; 550;fps; 1;mspf; 2753;rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0):; 365;fps; 2;mspf; 1825;rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0):;1123;fps; 0;mspf; 5621;rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0):; 884;fps; 1;mspf; 4421;rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0):; 576;fps; 1;mspf; 2880;rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0):; 359;fps; 2;mspf; 1795;rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0):; 337;fps; 2;mspf; 1686;rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0):; 412;fps; 2;mspf; 2063;rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0):; 239;fps; 4;mspf; 1197;rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0):; 279;fps; 3;mspf; 1394;rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0):; 332;fps; 3;mspf; 1661;rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0):; 40;fps; 25;mspf; 200;rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0):; 138;fps; 7;mspf; 692;rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0):; 53;fps; 18;mspf; 264;rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0):; 88;fps; 11;mspf; 441;rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_0):; 119;fps; 8;mspf; 593;rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_2_0):; 131;fps; 7;mspf; 657;rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0):; 77;fps; 12;mspf; 388;rendered frames

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_0):; 90;fps; 11;mspf; 450;rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_0):; 87;fps; 11;mspf; 435;rendered frames

Jesus
2004-09-11, 11:48:20
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 115343360
HAL (pure hw vp): ALL-IN-WONDER 9800 SERIES (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader 2 ( Per Pixel Diffuse Lighting - ps_2_0): 421 fps 2.3734 mspf 2107 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 296 fps 3.3740 mspf 1482 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 296 fps 3.3737 mspf 1483 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 243 fps 4.1178 mspf 1215 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0): 296 fps 3.3758 mspf 1482 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0): 275 fps 3.6427 mspf 1373 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0): 187 fps 5.3352 mspf 938 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0): 616 fps 1.6230 mspf 3081 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0): 415 fps 2.4101 mspf 2075 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0): 295 fps 3.3931 mspf 1474 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 104 fps 9.6544 mspf 518 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0): 159 fps 6.2845 mspf 796 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0): 202 fps 4.9529 mspf 1010 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0): 116 fps 8.6539 mspf 578 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 153 fps 6.5300 mspf 766 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 189 fps 5.2875 mspf 946 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0): 17 fps 58.8350 mspf 85 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0): 58 fps 17.3815 mspf 288 rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_0): 87 fps 11.5399 mspf 434 rendered frames
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_0): 49 fps 20.4938 mspf 244 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_0): 50 fps 20.1097 mspf 249 rendered frames

EL_Mariachi
2004-09-11, 13:12:05
aha, jetzt weiss ich wozu man nen neueren Treiber als den 61.77 braucht ;)

stickedy
2004-09-11, 13:22:27
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 69206016
HAL (pure hw vp): S3 Graphics DeltaChromeS8 (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

results:
shader 2 ( Per Pixel Diffuse Lighting - ps_2_0): 146 fps 6.8573 mspf 730 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 98 fps 10.2279 mspf 489 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 89 fps 11.1879 mspf 447 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 73 fps 13.6493 mspf 367 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0): 106 fps 9.4318 mspf 531 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0): 81 fps 12.3114 mspf 407 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0): 24 fps 42.2835 mspf 119 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0): 102 fps 9.7599 mspf 513 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0): 99 fps 10.1178 mspf 495 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0): 47 fps 21.0946 mspf 238 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 31 fps 31.7939 mspf 158 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0): 27 fps 37.5685 mspf 134 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0): 25 fps 40.5037 mspf 124 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0): 18 fps 54.0575 mspf 93 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 31 fps 32.3746 mspf 155 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 28 fps 35.6549 mspf 141 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0): 4 fps 283.5829 mspf 18 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0): 9 fps 105.6213 mspf 48 rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( not supported)
shader 26 ( not supported)

Quasar
2004-09-11, 14:07:59
Hier mal meine nV30u mit den 66.31er Treibern.
Der Benchmark läuft leider nicht durch bzw. fängt gar nicht erst an, wenn er auf MRT prüft - vielleicht gibt's bald einen Fix dafür...


video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 95420416
HAL (pure hw vp): NVIDIA GeForceFX 5800 Ultra (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_a

results:
shader 2 ( Per Pixel Diffuse Lighting - ps_2_A): 123 fps
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_A): 88 fps
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_A): 88 fps
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_A): 67 fps
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_A): 94 fps
shader 7 ( Per Pixel Fresnel Reflections - ps_2_A): 77 fps
shader 8 ( Per Pixel Car Surface Shader - ps_2_A): 48 fps
shader 9 ( Per Pixel Environment Mapping - ps_2_A): 196 fps
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_A): 152 fps
shader 11 ( Per Pixel Bump Mapping - ps_2_A): 84 fps
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_A): 56 fps
shader 13 ( Per Pixel Veined Marble Shader - ps_2_A): 50 fps
shader 14 ( Per Pixel Wood Shader - ps_2_A): 62 fps
shader 15 ( Per Pixel Tile Shader - ps_2_A): 39 fps
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_A): 41 fps
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_A): 41 fps

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_A): 5 fps

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_A): 20 fps

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( not supported)
shader 26 ( not supported)


Die Werte sind, wie gesagt, aufgrund des Bugs (?) im Benchmark-Modus nur bei laufendem Shader abgelesen und Nachkommastellen mathematisch gerundet (k.A. wie der SM das macht).

VoodooJack
2004-09-11, 14:52:36
@tb

Thomas, du schreibst, Shader 19 und 20 würden noch nicht auf ATI-Karten laufen, bei mir sind es aber Shader 21 und 23, die noch nicht unterstützt werden.

IMPORTANT - Driver & GPU requirements

ATi: You need the latest Catalyst 4.9 in order to run ShaderMark v2.1 - the Shadow Mapping (shader 20) and Bump Mapping (shader 19) issues will be fixed in one of the next Catalyst Releases!!!


video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 124780544
HAL (pure hw vp): RADEON X800 XT Platinum Edition (Anti-Detect-Mode: off, gamma correction: DAC)

options

pixel shader version: Pixel Shader 2_b

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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader 2 ( Per Pixel Diffuse Lighting - ps_2_b): 1054 fps 0.9484 mspf 5273 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_b): 790 fps 1.2661 mspf 3950 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_b): 789 fps 1.2670 mspf 3947 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_b): 656 fps 1.5255 mspf 3279 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_b): 789 fps 1.2667 mspf 3948 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_b): 724 fps 1.3815 mspf 3620 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_b): 395 fps 2.5293 mspf 1978 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_b): 1272 fps 0.7863 mspf 6360 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_b): 851 fps 1.1750 mspf 4256 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_b): 740 fps 1.3520 mspf 3699 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_b): 265 fps 3.7694 mspf 1327 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_b): 352 fps 2.8442 mspf 1759 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_b): 425 fps 2.3523 mspf 2126 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_b): 311 fps 3.2153 mspf 1556 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_b): 366 fps 2.7303 mspf 1832 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_b): 473 fps 2.1137 mspf 2366 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_b): 43 fps 23.3421 mspf 215 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_b): 149 fps 6.6897 mspf 748 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_b): 51 fps 19.7235 mspf 254 rendered frames
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_b): 220 fps 4.5381 mspf 1102 rendered frames
shader 23 ( not supported)
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_b): 155 fps 6.4425 mspf 777 rendered frames

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_b): 131 fps 7.6600 mspf 653 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_b): 127 fps 7.8880 mspf 634 rendered frames

Quasar
2004-09-11, 14:57:32
Sodele, dann hier mal mein Schläppi mit R9700-M (390/240MHz)

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 110100480
HAL (pure hw vp): ATI MOBILITY RADEON 9700 Series (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader 2 ( Per Pixel Diffuse Lighting - ps_2_0): 180 fps 5.5465 mspf 902 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 127 fps 7.8539 mspf 637 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 120 fps 8.3603 mspf 599 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 95 fps 10.5568 mspf 474 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0): 126 fps 7.9664 mspf 628 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0): 98 fps 10.2479 mspf 488 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0): 66 fps 15.1929 mspf 330 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0): 230 fps 4.3399 mspf 1153 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0): 113 fps 8.8425 mspf 566 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0): 93 fps 10.7005 mspf 468 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 39 fps 25.6961 mspf 195 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0): 27 fps 37.5758 mspf 134 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0): 36 fps 27.5906 mspf 182 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0): 39 fps 25.4799 mspf 197 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 30 fps 33.0618 mspf 152 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 80 fps 12.5485 mspf 399 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0): 7 fps 147.1737 mspf 34 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0): 15 fps 66.9141 mspf 75 rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_0): 39 fps 25.3906 mspf 197 rendered frames
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_0): 20 fps 49.5823 mspf 101 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_0): 19 fps 51.7075 mspf 97 rendered frames

Jesus
2004-09-11, 14:59:25
@vj, könntest du dasselbe auch mal mit 2.0 machen ?

Quasar
2004-09-11, 15:02:35
Thomas, du schreibst, Shader 19 und 20 würden noch nicht auf ATI-Karten laufen, bei mir sind es aber Shader 21 und 23, die noch nicht unterstützt werden.

IMPORTANT - Driver & GPU requirements
ATi: You need the latest Catalyst 4.9 in order to run ShaderMark v2.1 - the Shadow Mapping (shader 20) and Bump Mapping (shader 19) issues will be fixed in one of the next Catalyst Releases!!!
Shader #19 und Shader #23 werden auch in Zukunft womöglich nicht auf der Xx00-Serie laufen - Flow-Control im Pixelshader kann die AFAIK ebensowenig, wie HW-FP Filtering (obwohl das zumindest über die PS lösbar sein müsste).

BTW steht in Thomas' Hinweisen "issues" und nicht "does not run" - da scheint's wohl eher an Darstellungsproblemen zu hängen.

VooDoo7mx
2004-09-11, 15:03:38
Voll ausgebauter R420 auf Standardtakt

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 124780544
HAL (pure hw vp): RADEON X800 XT Platinum Edition (Anti-Detect-Mode: off, gamma correction: DAC)

options

pixel shader version: Pixel Shader 2_b

shader 2 ( Per Pixel Diffuse Lighting - ps_2_b):;1003;fps
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_b):; 738;fps
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_b):; 737;fps
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_b):; 610;fps
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_b):; 738;fps
shader 7 ( Per Pixel Fresnel Reflections - ps_2_b):; 677;fps
shader 8 ( Per Pixel Car Surface Shader - ps_2_b):; 373;fps
shader 9 ( Per Pixel Environment Mapping - ps_2_b):;1271;fps
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_b):; 820;fps
shader 11 ( Per Pixel Bump Mapping - ps_2_b):; 700;fps
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_b):; 250;fps
shader 13 ( Per Pixel Veined Marble Shader - ps_2_b):; 333;fps
shader 14 ( Per Pixel Wood Shader - ps_2_b):; 402;fps
shader 15 ( Per Pixel Tile Shader - ps_2_b):; 288;fps
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_b):; 345;fps
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_b):; 445;fps performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_b):; 40;fps

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_b):; 139;fps performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_b):; 46;fps
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_b):; 205;fps
shader 23 ( not supported)
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_b):; 143;fps

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_b):; 118;fps
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_b):; 116;fps

Mich persönlich würden mal Vergleiche zum NV40U@Standardtakt auf fp16 und fp32 mit Shadertarget 3_0 interessieren.

Jesus
2004-09-11, 15:08:43
[shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_b):; 143;fps
...

Mich persönlich würden mal Vergleiche zum NV40U@Standardtakt auf fp16 und fp32 mit Shadertarget 3_0 interessieren.

naja nen kleinen haben wir schon, zumindest fp32 ;)

[url]shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0):; 77;fps; 12;mspf; 388;rendered frames

LovesuckZ
2004-09-11, 15:13:51
naja nen kleinen haben wir schon, zumindest fp32 ;)

Wie waere es mit dem ;) :


performance impact of dynamic flow control (Shader 21 + 20)
88 fps (6800U Flow Control) zu 46 fps (XT PE ohne Flow Control)

tb,
du meinstes in einem Thread mal, ob es okay sei, wenn auch ein optionaler FP16/FP32 "Pfad" einbaut werden würde.
Ist dieser vorhanden?

Jesus
2004-09-11, 15:17:53
Wie waere es mit dem ;) :


shader 21:
88 fps (6800U Flow Control) zu 46 fps (XT PE ohne Flow Control)


na wir wollen doch nicht Äpfel mit Brinen vergleichen. FC gibts nicht bei PS2.0(b), wenn dann müssten wir Shader 20 gegen Shader 20 vergleichen :redface:

LovesuckZ
2004-09-11, 15:21:33
na wir wollen doch nicht Äpfel mit Brinen vergleichen. FC gibts nicht bei PS2.0(b), wenn dann müssten wir Shader 20 gegen Shader 20 vergleichen :redface:

Natuerlich gibt es Flow Control beim SM2.x, es muesste nur einer unterstuetzen.
Ansonsten, waere es auch unfair zwei unterschiedlich getaktete Karten zu vergleichen.
Oder: Zwei unterschiedliche Architekturen.
Daher, warum sollte dies nicht gehen?

/edit: Das schreibt tb zu diesem Testbereich:
performance impact of dynamic flow control:
both shaders produce the same output, but shader 21 will be faster, if dynamic pixel shader flow control is efficient enough

MechWOLLIer
2004-09-11, 15:23:13
Geforce 6800U @ 425/625
ForceWare 66.31

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:
shader 1 ( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 901 fps 1.1098 mspf 4506 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 750 fps 1.3330 mspf 3752 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 754 fps 1.3264 mspf 3770 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 700 fps 1.4282 mspf 3501 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 700 fps 1.4282 mspf 3501 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 648 fps 1.5423 mspf 3242 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 368 fps 2.7190 mspf 1839 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 1099 fps 0.9103 mspf 5493 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 800 fps 1.2492 mspf 4003 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 700 fps 1.4278 mspf 3502 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 450 fps 2.2201 mspf 2253 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 381 fps 2.6234 mspf 1906 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 467 fps 2.1432 mspf 2333 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 334 fps 2.9975 mspf 1669 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 321 fps 3.1156 mspf 1605 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 446 fps 2.2406 mspf 2232 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 53 fps 18.8368 mspf 266 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_3_0): 176 fps 5.6849 mspf 880 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 55 fps 18.1419 mspf 276 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 88 fps 11.3137 mspf 442 rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 125 fps 8.0175 mspf 624 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 140 fps 7.1670 mspf 698 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 84 fps 11.9649 mspf 418 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): 96 fps 10.3938 mspf 482 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 91 fps 10.9310 mspf 458 rendered frames

Jesus
2004-09-11, 15:30:37
Natuerlich gibt es Flow Control beim SM2.x, es muesste nur einer unterstuetzen.
Ansonsten, waere es auch unfair zwei unterschiedlich getaktete Karten zu vergleichen.
Oder: Zwei unterschiedliche Architekturen.
Daher, warum sollte dies nicht gehen?

/edit: Das schreibt tb zu diesem Testbereich:
performance impact of dynamic flow control:
both shaders produce the same output, but shader 21 will be faster, if dynamic pixel shader flow control is efficient enough

okok, war sowieso VS 2.0+, allerdings gibts das nicht im SM 2.0b (bei ATI) afaik

misterh
2004-09-11, 15:42:29
XGI Volari V8 Duo :whistle:
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 68157440
HAL (pure hw vp): XGI Volari Family (Anti-Detect-Mode: off, gamma correction: DAC)

High Performance

pixel shader version: Pixel Shader 2_0

results:
shader 2 ( Per Pixel Diffuse Lighting - ps_2_0): 100 fps 10.0455 mspf 499 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 59 fps 17.0840 mspf 294 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 61 fps 16.3997 mspf 306 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 45 fps 22.3065 mspf 226 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0): 54 fps 18.4529 mspf 271 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0): 54 fps 18.3758 mspf 273 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0): 36 fps 27.4819 mspf 182 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0): 159 fps 6.3025 mspf 794 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0): 128 fps 7.8374 mspf 638 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0): 50 fps 19.8897 mspf 252 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 24 fps 40.8660 mspf 124 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0): 32 fps 31.5109 mspf 160 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0): 38 fps 26.1548 mspf 192 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0): 12 fps 84.6558 mspf 60 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 26 fps 37.8691 mspf 134 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 29 fps 34.1846 mspf 148 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0): 2 fps 437.7848 mspf 12 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0): 8 fps 131.5542 mspf 39 rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( not supported)
shader 26 ( not supported)

High Qualität

pixel shader version: Pixel Shader 2_0

results:
shader 2 ( Per Pixel Diffuse Lighting - ps_2_0):; 96;fps; 10;mspf; 479;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0):; 56;fps; 17;mspf; 279;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0):; 60;fps; 16;mspf; 299;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0):; 44;fps; 22;mspf; 222;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0):; 50;fps; 19;mspf; 252;rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0):; 55;fps; 18;mspf; 276;rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0):; 34;fps; 29;mspf; 174;rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0):; 125;fps; 7;mspf; 626;rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0):; 99;fps; 10;mspf; 496;rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0):; 45;fps; 22;mspf; 223;rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0):; 19;fps; 53;mspf; 95;rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0):; 24;fps; 41;mspf; 120;rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0):; 35;fps; 28;mspf; 174;rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0):; 17;fps; 60;mspf; 84;rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0):; 23;fps; 43;mspf; 116;rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0):; 29;fps; 34;mspf; 144;rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0):; 3;fps; 366;mspf; 16;rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0):; 5;fps; 220;mspf; 23;rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( not supported)
shader 26 ( not supported)

High Performance

OC : 330/448 auf 355/473

pixel shader version: Pixel Shader 2_0

results:
shader 2 ( Per Pixel Diffuse Lighting - ps_2_0): 106 fps 9.3960 mspf 533 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 62 fps 16.0130 mspf 314 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 65 fps 15.3419 mspf 326 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 48 fps 20.8195 mspf 242 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0): 59 fps 16.9191 mspf 296 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0): 60 fps 16.6363 mspf 302 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0): 39 fps 25.3894 mspf 198 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0): 179 fps 5.5823 mspf 896 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0): 140 fps 7.1575 mspf 700 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0): 54 fps 18.3533 mspf 274 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 26 fps 37.9953 mspf 132 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0): 34 fps 29.2813 mspf 172 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0): 41 fps 24.2180 mspf 208 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0): 13 fps 78.1212 mspf 65 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 28 fps 35.1580 mspf 143 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 32 fps 31.5140 mspf 160 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0): 3 fps 311.5641 mspf 18 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0): 6 fps 169.6533 mspf 30 rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( not supported)
shader 26 ( not supported)

stickedy
2004-09-11, 16:45:02
Interessant, DeltaChrome ist bis auf einige Ausnahmen schneller als Volari V8 Duo...

VooDoo7mx
2004-09-11, 17:11:29
naja nen kleinen haben wir schon, zumindest fp32 ;)

Sag mal lieber Jesus, bist du des lesens mächtig?
Der Gast oben hat nur 2_0 als Shadertarget verwendet.

Undlass endlich deine beknackten Flameversuche sein.

Und Lovesuckz geh bitte nicht mehr darauf ein...es lohnt sich nicht ;)

chrisihamm
2004-09-11, 17:19:54
Ich bin der gast von oben,wie benche ich denn mit ps3.0 und fp16???


mfg

VooDoo7mx
2004-09-11, 17:25:42
Ich bin der gast von oben,wie benche ich denn mit ps3.0 und fp16???


mfg


Das geht mit dem Funktionstasten.
Starte einfach nochmal den Shadermark 2.1 und lies die Schrift die oben links abseits der Kugel steht. In der letzten Zeile siehst dud ann welches fp-Format und welches Shadertarget du eingestellt hast.

Skusi
2004-09-11, 17:28:00
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 GT (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader 1 ( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 766 fps 1.3063 mspf 3828 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 632 fps 1.5817 mspf 3162 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 631 fps 1.5839 mspf 3157 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 509 fps 1.9639 mspf 2547 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 578 fps 1.7304 mspf 2890 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 538 fps 1.8586 mspf 2691 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 323 fps 3.0931 mspf 1617 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 916 fps 1.0918 mspf 4580 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 680 fps 1.4702 mspf 3402 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 567 fps 1.7648 mspf 2834 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 381 fps 2.6249 mspf 1905 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 247 fps 4.0555 mspf 1233 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 362 fps 2.7589 mspf 1813 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 263 fps 3.7976 mspf 1317 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 269 fps 3.7204 mspf 1345 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 355 fps 2.8175 mspf 1775 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 42 fps 23.9725 mspf 209 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_3_0): 139 fps 7.1860 mspf 696 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 43 fps 23.1360 mspf 217 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 70 fps 14.2281 mspf 352 rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 103 fps 9.6975 mspf 516 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 115 fps 8.6581 mspf 578 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 69 fps 14.4500 mspf 347 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): 68 fps 14.6256 mspf 342 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 65 fps 15.3189 mspf 327 rendered frames

chrisihamm
2004-09-11, 17:32:51
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 - all fp16


shader 2 (Per Pixel Diffuse Lighting - ps_3_0): 976 fps 1.0246 mspf 4881 rendered frames
shader 3 (Per Pixel Directional Light Shader (Phong) - 825 fps 1.2118 mspf 4127 rendered frames
shader 4 (Per Pixel Point Light Shader (Phong) 825 fps 1.2117 mspf 4127 rendered frames
shader 5 (Per Pixel Spot Light Shader (Phong) - ps_3_0)650 fps 1.5380 mspf 3252 rendered frames
shader 6 (Per Pixel Anisotropic Lighting - ps_3_0): 749 fps 1.3358 mspf 3744 rendered frames
shader 7 (er Pixel Fresnel Reflections - ps_3_0): 713 fps 1.4030 mspf 3564 rendered frames
shader 8 (Per Pixel Car Surface Shader - ps_3_0): 450 fps 2.2199 mspf 2253 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 1124 fps 0.8896 mspf 5621 rendered frames
shadPer Pixel Environment Bump Mapping - ps_3_0): 881 fps 1.1349 mspf 4406 rendered frames
shader 11 (Per Pixel Bump Mapping - ps_3_0): 745 fps 1.3416 mspf 3727 rendered frames
shader 12 (Per Pixel Shadowed Bump Mapping - ps_3_0) 500 fps 1.9987 mspf 2502 rendered frames
shader Per Pixel Veined Marble Shader - ps_3_0): 298 fps 3.3577 mspf 1490 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 470 fps 2.1299 mspf 2348 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 332 fps 3.0079 mspf 1663 rendered frames
shader 16 ( ader with Phong Lighting - ps_3_0): 338 fps 2.9618 mspPhong/Anisotropic Lighting - ps_3_0): 423 fps 2.3650 mspf 2115 rendered frames

shaderFur Shader With Anisotropic Lighting - ps_3_0): 54 fps 18.4147 mspf 272 rendered frames

shader 19 ( Combination Effect - ps_3_0): 178 fps 5.6122 mspf 891 rendered frames

performance impact of dynamic flow control

shader 20 (Dual Layer - ps_3_0): 56 fps 17.8218 mspf 281 rendered frames
shader 21 ( Control - ps_3_0): 87 fps 11.4852 mspf 436 rendered frames

performance impact of floating point filtering

shader 22 ( filtering - ps_3_0): 125 fps 8.0185 mspf 624 rendered frames
shader 23 ( filtering - ps_3_0): 139 fps 7.1811 mspf 697 rendered frames
shader 24 ( uality without fp filtering - ps_3_0): 83 fps 12.0564 mspf 415 rendered frames

performance impact of multiple render targets

shader 25 ( using 1 RT and 2 Passes - ps_3_0): 99 fps 10.1141 mspf 495 rendered frames
shader 26 ( and 1 Pass - ps_3_0): 94 fps 10.6588mspf 470 rendered frames



Bis auf Shader 13 Performancegewinne,vielleicht liegts am Treiber!!!!

Jesus
2004-09-11, 18:19:56
Sag mal lieber Jesus, bist du des lesens mächtig?
Der Gast oben hat nur 2_0 als Shadertarget verwendet.

Undlass endlich deine beknackten Flameversuche sein.

Und Lovesuckz geh bitte nicht mehr darauf ein...es lohnt sich nicht ;)

ich bins ja, aber du anscheinend nicht, denn der Gast da oben hat in dem von mir geposteten Vergleich SM 3.0 verwendet ( gegen dein SM2.0b ). Und was hat ein Benchmarkvergleich mit Flaming zu tun ?

Naja wer lesen kann...:tongue:

VooDoo7mx
2004-09-11, 18:48:31
@Jesus

Guck nochmal genau hin, was in dem 1. Post getestet wurde, lies nochmal zu welchen Zeitpunkt ich und du was geschrieben haben und denk nochmal drüber nach ;)
Die Erleuchtung wird auch den Weg zu dir finden, mein Bruder.

Und ja, es ist wieder sehr wohl ein Flameversuch wenn du dir nur wieder eine Rosine rauspickst und wieder anfängst rumzuhacken ohne erst einmal vernünftig zu analysieren, was eigentlich wie und in welcher Verbindung getestet wurde.

Jesus
2004-09-11, 19:00:31
dann muss ich mich eben nochmal selbst Quoten ( man achte auf das fettgedruckte ):

Zitat von VooDoo7mx
[shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_b):; 143;fps
...

Mich persönlich würden mal Vergleiche zum NV40U@Standardtakt auf fp16 und fp32 mit Shadertarget 3_0 interessieren.



naja nen kleinen haben wir schon, zumindest fp32


Zitat:
Zitat von Gast
[url]shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0):; 77;fps; 12;mspf; 388;rendered frames


Dieser kleine Shader benutzt PS3.0 wie du siehst, darauf hat sich auch mein ganzer Post bezogen ( und auf den Wunsch nach nem PS3.0 vergleich der auch mitgequotet wurde und _nicht_ von mir stammte ), da dies zu dem Zeitpunkt der einzige PS3.0 "Test" war.

Und nein es ist kein Flameversuch, auch wenn dus noch 10 mal sagst. ( hab übrigens noch ne schöne Tabelle gemacht aus deinen Werten im PS2.0 Performance Thread, guck sie dir doch mal an und sag mir wo ich da mglw. flame ... )

tb
2004-09-11, 19:16:28
@tb
Thomas, du schreibst, Shader 19 und 20 würden noch nicht auf ATI-Karten laufen, bei mir sind es aber Shader 21 und 23, die noch nicht unterstützt werden.


- the Shadow Mapping (shader 20) and Bump Mapping (shader 19) issues will be fixed in one of the next Catalyst Releases!!!

Shader 21 und 23 benötigen 3_0 bzw. floating point Filterung, werden also nie auf dem R3xx und R4xx laufen.
Shader 19 und 20 haben noch Qualitätsprobleme, sprich sie sehen nicht so aus, wie sie sollen. Mach einfach mal per "Q" Screenshots und dann schau dir pic_19.bmp und pic_20.bmp im Vergleich zu ref_19.bmp und ref_20.bmp an.

Thomas

tb
2004-09-11, 19:18:06
Hier mal meine nV30u mit den 66.31er Treibern.
Der Benchmark läuft leider nicht durch bzw. fängt gar nicht erst an, wenn er auf MRT prüft - vielleicht gibt's bald einen Fix dafür...


Kommt in den nächsten Stunden auf http://www.shadermark.de

Thomas

tb
2004-09-11, 19:24:21
Wie waere es mit dem ;) :


performance impact of dynamic flow control (Shader 21 + 20)
88 fps (6800U Flow Control) zu 46 fps (XT PE ohne Flow Control)

tb,
du meinstes in einem Thread mal, ob es okay sei, wenn auch ein optionaler FP16/FP32 "Pfad" einbaut werden würde.
Ist dieser vorhanden?

Jap. der Default Pfad verwendet einen Mix aus fp32 und fp16 - auf Bildqualität optimiert, sprich es soll so wie mit fp32 aussehen. Per F9-F11 kann man zwischen "default", "all fp16" und "all fp32" wechseln. Jedoch bringt fp16 deutliche Qualitätsunterschiede mit sich, deshalb sollte man default oder fp32 verwenden.

Thomas

Quasar
2004-09-11, 19:35:37
Kommt in den nächsten Stunden auf http://www.shadermark.de

Thomas

Siehe Mail - speziell für dieses Problem scheint's nicht zu helfen.

LovesuckZ
2004-09-11, 19:47:37
Jap. der Default Pfad verwendet einen Mix aus fp32 und fp16 - auf Bildqualität optimiert, sprich es soll so wie mit fp32 aussehen.

Das erklaert auch das gute Abschneiden des NV40.
Danke.

tb
2004-09-11, 20:01:06
Das erklaert auch das gute Abschneiden des NV40.
Danke.
Ist aber in meinen Augen gerecht, solange die Bildqualität nicht leidet, den fp32 kann der R3xx / R4xx nicht, sondern nur fp24...

P.S. Teilweise lief fp16 bei mir sogar langsamer als fp32....

Thomas

Xmas
2004-09-11, 20:10:10
Irgendeine Erklärung dafür, Thomas?

shader 1 (Pixel Shader Precision Test): pixel shader 1.1 full precision: s10e8
(Pixel Shader Precision Test): pixel shader 1.4 full precision: s10e8

tb
2004-09-11, 20:20:03
Irgendeine Erklärung dafür, Thomas?

Hat mich Quasar auch schon gefragt. So weit mir bekannt ist, gab es für 1.0-1.4 keine Genauigkeitsrichtlinien - die Shaderlänge war wohl zu kurz!?. Lediglich die PixelShader1xMaxValue:

Maximum value of pixel shader arithmetic component. This value indicates the internal range of values supported for pixel color blending operations. Within the range that they report to, implementations must allow data to pass through pixel processing unmodified (unclamped). Normally, the value of this member is an absolute value. For example, a 1.0 indicates that the range is -1.0 to 1, and an 8.0 indicates that the range is -8.0 to 8.0. The value must be >= 1.0 for any hardware that supports pixel shaders.

Somit kann da jeder machen, was er möchte....

Thomas

Adam D.
2004-09-11, 20:48:54
Mmmmhh...Also bei mir passiert gar nix, wenn ich Shadermark starten will. Da öffnet sich kein Fenster, kein Prozess - nix. :mad:
Benutze 6800GT, 3200+, DirectX 9.0c, WinXP SP1, 66.31... :confused: :confused: :confused:

Xmas
2004-09-11, 20:52:36
Hat mich Quasar auch schon gefragt. So weit mir bekannt ist, gab es für 1.0-1.4 keine Genauigkeitsrichtlinien - die Shaderlänge war wohl zu kurz!?. Lediglich die PixelShader1xMaxValue:

Maximum value of pixel shader arithmetic component. This value indicates the internal range of values supported for pixel color blending operations. Within the range that they report to, implementations must allow data to pass through pixel processing unmodified (unclamped). Normally, the value of this member is an absolute value. For example, a 1.0 indicates that the range is -1.0 to 1, and an 8.0 indicates that the range is -8.0 to 8.0. The value must be >= 1.0 for any hardware that supports pixel shaders.

Somit kann da jeder machen, was er möchte....

Thomas
Ist bekannt, nur frage ich mich eben was du da genau berechnest, denn ein s10e8-Format gibt es einfach nicht.

Es wäre wohl möglich dass der Shader-Compiler beim "Mantissen-Test" FP16 verwendet, und beim Exponenten-Test FP32. So käme man dann wohl von s23e8 und s10e5 auf s10e8.

tombman
2004-09-11, 21:18:46
Mmmmhh...Also bei mir passiert gar nix, wenn ich Shadermark starten will. Da öffnet sich kein Fenster, kein Prozess - nix. :mad:
Benutze 6800GT, 3200+, DirectX 9.0c, WinXP SP1, 66.31... :confused: :confused: :confused:

genau das selbe hier--- es passiert ABSOLUT GAR NIX!!
(hatte 66.00 oben und jetzt 66.31, dx9c und NIX passiert)

tb
2004-09-11, 21:41:11
genau das selbe hier--- es passiert ABSOLUT GAR NIX!!
(hatte 66.00 oben und jetzt 66.31, dx9c und NIX passiert)

Im TaskManager steht keine ShaderMark.exe? Lösch mal die MSVCP71.dll und MSVCR71.dll aus dem ShaderMark v2.1 Verzeichnis.

Thomas

tb
2004-09-11, 21:44:52
Ist bekannt, nur frage ich mich eben was du da genau berechnest, denn ein s10e8-Format gibt es einfach nicht.

Es wäre wohl möglich dass der Shader-Compiler beim "Mantissen-Test" FP16 verwendet, und beim Exponenten-Test FP32. So käme man dann wohl von s23e8 und s10e5 auf s10e8.

Hmmm, ich denk es liegt entweder an der "values" Konstanten oder der PixelShaderMax1xValue, beim R3xx/R4xx und beim RefRast ist dat ne fp32 bzw fp24... beim NV4x 65504....

Thomas

VoodooJack
2004-09-11, 22:08:17
@vj, könntest du dasselbe auch mal mit 2.0 machen ?

Meine 2_0 Werte sind 100%ig identisch mit meinen 2_b Werten, d. h. es ist egal, ob ich mit 2_0 oder mit 2_b teste.

LovesuckZ
2004-09-11, 22:11:02
Meine 2_0 Werte sind 100%ig identisch mit meinen 2_b Werten, d. h. es ist egal, ob ich mit 2_0 oder mit 2_b teste.

Funktioniert das 2.a Profil auf dem R420?

tb
2004-09-11, 22:15:20
Funktioniert das 2.a Profil auf dem R420?

Nö, da fehlt dem R420 zuviel ....


D3DPS20CAPS_ARBITRARYSWIZZLE
D3DPS20CAPS_GRADIENTINSTRUCTIONS
D3DPS20CAPS_PREDICATION
D3DPS20CAPS_NODEPENDENTREADLIMIT
D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT

etc...

Thomas

LovesuckZ
2004-09-11, 22:17:17
Nö, da fehlt dem R420 zuviel ....
Thomas

Oh, danke.

VoodooJack
2004-09-11, 22:17:52
Jap. der Default Pfad verwendet einen Mix aus fp32 und fp16 - auf Bildqualität optimiert, sprich es soll so wie mit fp32 aussehen. Per F9-F11 kann man zwischen "default", "all fp16" und "all fp32" wechseln. Jedoch bringt fp16 deutliche Qualitätsunterschiede mit sich, deshalb sollte man default oder fp32 verwenden.

Thomas

Wie setzt sich denn der Mix aus fp32 und fp16 beim Default-Pfad anteilsmäßig zusammen?

Quasar
2004-09-11, 22:24:09
Meine 2_0 Werte sind 100%ig identisch mit meinen 2_b Werten, d. h. es ist egal, ob ich mit 2_0 oder mit 2_b teste.

Meine 2_A sind teilweise besser als meine 2_0. ;)

tb
2004-09-11, 22:24:41
Wie setzt sich denn der Mix aus fp32 und fp16 beim Default-Pfad anteilsmäßig zusammen?

Gulp, schau am besten in die hlsl_*.fx Dateien, dort steht zwar viel "half" - wichtig sind aber nur die Pixel Shader, da der Vertex Shader aus half wider float macht.
Hab das bei der Entwicklung so gemacht: alles auf half gesetzt und dann solange die half's durch float's ersetzt, bis ich wieder die "all fp32" Qualität hatte. Ich kann ja mal den ASM Code aller Shader generieren, dann sieht man die _pp Verteilung....

Thomas

Adam D.
2004-09-11, 23:07:27
Wenn ich die 2 Dateien lösche, dann sagt er mir, dass ich die Anwendung neu installieren soll :confused:

tb
2004-09-11, 23:26:51
Wenn ich die 2 Dateien lösche, dann sagt er mir, dass ich die Anwendung neu installieren soll :confused:

hmm, gulp, also ich hab dat sp2 drauf, vielleicht sind da neuere runtime etc. dlls dabei.....

Ich mach mal nen laufzeit-dependency scan....

Thomas

Adam D.
2004-09-11, 23:30:48
hmm, gulp, also ich hab dat sp2 drauf, vielleicht sind da neuere runtime etc. dlls dabei.....

Thomas
Das heißt jetzt nicht, dass ich SP2 brauche, um ShaderMark 2.1 zu starten? :|

tb
2004-09-11, 23:44:49
Das heißt jetzt nicht, dass ich SP2 brauche, um ShaderMark 2.1 zu starten? :|

Also bei meinem Scan konnt ich nur die zwei msvc*.dll finden. Das mit SP2 dürfte eigentlich nicht sein, den Visual Studio bekommt ja von SP1 oder SP2 auch nix mit....

Klebt die ShaderMark.exe vielleicht leblos im TaskManager?

Thomas

Adam D.
2004-09-12, 00:00:16
Klebt die ShaderMark.exe vielleicht leblos im TaskManager?
Definitiv nein. Nach dem ich den Doppelklick gemacht hab, läd es ganz kurz (< 1 Sek.) und dann ist alles wie vorher.
Keine ShaderMark.exe im Taskmanager und auch kein offenes Fenster oder so - einfach gar nix.

tombman
2004-09-12, 00:13:14
Im TaskManager steht keine ShaderMark.exe? Lösch mal die MSVCP71.dll und MSVCR71.dll aus dem ShaderMark v2.1 Verzeichnis.

Thomas

also die exe scheint im TM nicht mal auf. Löschen der dlls bringt auch nix..
Macht nicht mal nen Mucks... ist einfach ned da...

Xmas
2004-09-12, 03:14:44
Hmmm, ich denk es liegt entweder an der "values" Konstanten oder der PixelShaderMax1xValue, beim R3xx/R4xx und beim RefRast ist dat ne fp32 bzw fp24... beim NV4x 65504....

Thomas
Ja die 65504 sind Maximum für FP16. Trotzdem ist es halt eigenartig, dass der Präzisionstest den Exponent von FP32 und die Mantisse von FP16 zusammenwürfelt.


Übrigens soll 2_a in den meisten Fällen das schnellste Profil für NV40 sein, mit teilweise sogar doppelter Leistung verglichen mit 3_0 (siehe Posting von DSN2K (http://www.beyond3d.com/forum/viewtopic.php?t=16116&start=0))

Xmas
2004-09-12, 03:27:42
Hmmm, ich denk es liegt entweder an der "values" Konstanten oder der PixelShaderMax1xValue, beim R3xx/R4xx und beim RefRast ist dat ne fp32 bzw fp24... beim NV4x 65504....

Thomas
Ja die 65504 sind Maximum für FP16. Trotzdem ist es halt eigenartig, dass der Präzisionstest den Exponent von FP32 und die Mantisse von FP16 zusammenwürfelt.


Übrigens soll 2_a in den meisten Fällen das schnellste Profil für NV40 sein, mit teilweise sogar doppelter Leistung verglichen mit 3_0 (siehe Posting von DSN2K (http://www.beyond3d.com/forum/viewtopic.php?t=16116&start=0))

tb
2004-09-12, 03:40:59
Hier gibts ne offizielle debug build, http://www.shadermark.de/debug.rar - bitte mal an alle die mit ShaderMark v2.1 Probleme haben - downloaden, ausführen und mir die "debug.log" und die "HAL_featureset.txt" mailen!

Thx,
Thomas

tb
2004-09-12, 19:56:03
Ja die 65504 sind Maximum für FP16. Trotzdem ist es halt eigenartig, dass der Präzisionstest den Exponent von FP32 und die Mantisse von FP16 zusammenwürfelt.


Übrigens soll 2_a in den meisten Fällen das schnellste Profil für NV40 sein, mit teilweise sogar doppelter Leistung verglichen mit 3_0 (siehe Posting von DSN2K (http://www.beyond3d.com/forum/viewtopic.php?t=16116&start=0))

Also ich mach bei dem Test immer das gleiche, lediglich die Shader werden für die unterschiedlichen Profile kompiliert.
Der Test benötigt fp32 Texturen, da Shader 1.0-1.4 jedoch scheinbar auf die fp16 Mantisse beschränkt werden, könnte es durchaus sein, dass sie zwar mit fp32 Genauigkeit rechnen, jedoch die Mantisse auf fp16 limitiert wird, vom Wertebereich her.

Macht das Sinn?

3_0 vs. 2_a - muss ich mal testen, bei mir waren die Unterschiede sehr klein. Ne Ahnung, welche Treiber DSN2K verwendet hat?

Thomas

Adam D.
2004-09-12, 20:01:40
Also, mit der Debug-Exe kann ich das Teil ohne Probleme starten und testen. Danke :)

tb
2004-09-12, 21:31:29
Also, mit der Debug-Exe kann ich das Teil ohne Probleme starten und testen. Danke :)

okay, dann dürfte der erste pazch heut noch erscheinen....

Thomas

tombman
2004-09-13, 03:06:30
yepp, debug Version rennt... ladet nur ein bischen lange ...

stickedy
2004-09-13, 03:11:40
"läd" statt "ladet"! Bitte, das tat so in den Augen weh, dass mußte ich einfach jetzt schreiben, sorry

tb
2004-09-13, 03:24:25
yepp, debug Version rennt... ladet nur ein bischen lange ...

Jap, ist ja eben ne debug version, sprich alle Optimierung deaktiviert, also nicht als Benchmark zu verwenden.

Hier mal ein Preview des Patches, bitte mal testen, ob diese Version startet:
http://www.shadermark.com/build123.rar

Thomas

tombman
2004-09-13, 05:24:52
"läd" statt "ladet"! Bitte, das tat so in den Augen weh, dass mußte ich einfach jetzt schreiben, sorry

wenn schon, dann "lädt" ;)

"ladet" war eben umgangssprachlich

tombman
2004-09-13, 05:28:47
Jap, ist ja eben ne debug version, sprich alle Optimierung deaktiviert, also nicht als Benchmark zu verwenden.

Hier mal ein Preview des Patches, bitte mal testen, ob diese Version startet:
http://www.shadermark.com/build123.rar

Thomas

nope, der rennt auch ned ;)

Bis jetzt nur debug Version ;)

tb
2004-09-13, 05:45:59
nope, der rennt auch ned ;)

Bis jetzt nur debug Version ;)

Ich bekomm noch graue haare :(
Hab die build123.rar nochmal geändert, vielleicht lags an ner simplen Kompileroption.... Bitte probiers nochmal aus.

Thomas

misterh
2004-09-13, 06:10:24
@ tb

kannst du auch für XGI optimieren? ;) ;D

tb
2004-09-13, 06:18:07
@ tb

kannst du auch für XGI optimieren? ;) ;D

Hab hier nur ne V8, wäre schon froh, wenn XGI irgendwann die Treiber so hinbekommt, dass die Bildqualität stimmt. Danach kann XGI immernoch NVIDIA und ATi schlagen ;)

Thomas

tombman
2004-09-13, 07:42:00
Ich bekomm noch graue haare :(
Hab die build123.rar nochmal geändert, vielleicht lags an ner simplen Kompileroption.... Bitte probiers nochmal aus.

Thomas

Nope, immer noch ned ;)

Debug-only weiterhin :D

tb
2004-09-13, 12:07:34
Nope, immer noch ned ;)

Debug-only weiterhin :D

Liegt wohl am SSE...

Thx

tb
2004-09-13, 13:08:12
Übrigens soll 2_a in den meisten Fällen das schnellste Profil für NV40 sein, mit teilweise sogar doppelter Leistung verglichen mit 3_0 (siehe Posting von DSN2K (http://www.beyond3d.com/forum/viewtopic.php?t=16116&start=0))


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 133169152
HAL (pure hw vp): NVIDIA GeForce 6800 GT (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader 1 ( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 765 fps 1.3068 mspf 3827 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 631 fps 1.5839 mspf 3157 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 637 fps 1.5710 mspf 3183 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 578 fps 1.7304 mspf 2890 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 595 fps 1.6807 mspf 2976 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 540 fps 1.8517 mspf 2701 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 309 fps 3.2311 mspf 1548 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 918 fps 1.0890 mspf 4592 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 680 fps 1.4702 mspf 3401 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 595 fps 1.6803 mspf 2976 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 383 fps 2.6133 mspf 1914 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 322 fps 3.1020 mspf 1612 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 388 fps 2.5762 mspf 1941 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 283 fps 3.5274 mspf 1418 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 269 fps 3.7163 mspf 1346 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 375 fps 2.6678 mspf 1875 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 44 fps 22.6152 mspf 222 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_3_0): 148 fps 6.7709 mspf 739 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 47 fps 21.3189 mspf 235 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 75 fps 13.3878 mspf 374 rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 106 fps 9.4402 mspf 530 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 119 fps 8.4225 mspf 594 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 71 fps 14.0547 mspf 356 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): 82 fps 12.1897 mspf 411 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 78 fps 12.8515 mspf 390 rendered frames



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 133169152
HAL (pure hw vp): NVIDIA GeForce 6800 GT (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_a

results:
shader 1 ( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_2_a): 763 fps 1.3099 mspf 3818 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_a): 633 fps 1.5810 mspf 3163 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_a): 637 fps 1.5687 mspf 3188 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_a): 578 fps 1.7304 mspf 2890 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_a): 595 fps 1.6811 mspf 2975 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_a): 539 fps 1.8559 mspf 2695 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_a): 340 fps 2.9415 mspf 1700 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_a): 918 fps 1.0898 mspf 4589 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_a): 680 fps 1.4701 mspf 3402 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_a): 595 fps 1.6806 mspf 2976 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_a): 381 fps 2.6220 mspf 1907 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_a): 338 fps 2.9590 mspf 1690 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_a): 390 fps 2.5668 mspf 1948 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_a): 280 fps 3.5698 mspf 1401 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_a): 269 fps 3.7181 mspf 1345 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_a): 380 fps 2.6300 mspf 1902 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_a): 44 fps 22.6017 mspf 222 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_a): 149 fps 6.7090 mspf 746 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_a): 47 fps 21.3233 mspf 235 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 75 fps 13.3740 mspf 374 rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_a): 106 fps 9.4433 mspf 530 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_2_a): 119 fps 8.4144 mspf 595 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_a): 71 fps 14.0564 mspf 356 rendered frames

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_a): 82 fps 12.1959 mspf 410 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_a): 78 fps 12.8477 mspf 390 rendered frames


Also bei mir liegen 2_a und 3_0 recht dicht zusammen, aber leigt vielleicht an der schwächeren CPU.

misterh
2004-09-13, 15:49:30
@tb

du hast also v8 no Ultra/duo?

Hast du icq? oder msn?

tb
2004-09-13, 16:12:22
@tb

du hast also v8 no Ultra/duo?

Hast du icq? oder msn?

msn: tbruckschlegel@gmx.de

Xmas
2004-09-13, 17:59:53
Also bei mir liegen 2_a und 3_0 recht dicht zusammen, aber leigt vielleicht an der schwächeren CPU.
Bei dir sind nur Shader 8 und 13 mit 2_a signifikant schneller. Ich frage mich mittlerweile was DSN2K da gemacht hat, denn seine ps_3_0-Werte erscheinen eindeutig zu niedrig.

chrisihamm
2004-09-13, 18:38:12
Hi,


der 65.90 Treiber hat deutlich mehr Shaderpower zu bieten als der 66.31!!!

mfg

tb
2004-09-13, 18:57:11
Hi,


der 65.90 Treiber hat deutlich mehr Shaderpower zu bieten als der 66.31!!!

mfg

65.90 vs. 66.31



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 135266304
HAL (pure hw vp): NVIDIA GeForce 6800 GT (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader 1 ( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 807 fps 1.2396 mspf 4034 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 651 fps 1.5358 mspf 3256 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 651 fps 1.5350 mspf 3258 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 510 fps 1.9599 mspf 2552 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 590 fps 1.6940 mspf 2952 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 552 fps 1.8105 mspf 2762 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 328 fps 3.0480 mspf 1641 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 933 fps 1.0713 mspf 4668 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 722 fps 1.3843 mspf 3612 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 590 fps 1.6937 mspf 2953 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 383 fps 2.6127 mspf 1914 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 250 fps 3.9961 mspf 1252 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 380 fps 2.6296 mspf 1902 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 255 fps 3.9161 mspf 1277 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 272 fps 3.6778 mspf 1360 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 361 fps 2.7711 mspf 1805 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 42 fps 23.8370 mspf 210 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_3_0): 140 fps 7.1553 mspf 699 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 45 fps 22.4108 mspf 224 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 74 fps 13.5032 mspf 371 rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 105 fps 9.4932 mspf 527 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 119 fps 8.4094 mspf 595 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 69 fps 14.3901 mspf 348 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): 70 fps 14.2946 mspf 350 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 67 fps 14.9713 mspf 334 rendered frames




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 135266304
HAL (pure hw vp): NVIDIA GeForce 6800 GT (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader 1 ( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_3_0): 763 fps 1.3102 mspf 3828 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 632 fps 1.5817 mspf 3171 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 637 fps 1.5698 mspf 3195 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 578 fps 1.7301 mspf 2899 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 592 fps 1.6882 mspf 2971 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 540 fps 1.8515 mspf 2709 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 309 fps 3.2317 mspf 1552 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 917 fps 1.0906 mspf 4599 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 680 fps 1.4700 mspf 3412 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 595 fps 1.6808 mspf 2984 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 381 fps 2.6219 mspf 1913 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 323 fps 3.0980 mspf 1619 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 389 fps 2.5734 mspf 1949 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 284 fps 3.5272 mspf 1422 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 269 fps 3.7180 mspf 1349 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 375 fps 2.6665 mspf 1881 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 44 fps 22.5929 mspf 222 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_3_0): 148 fps 6.7687 mspf 741 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 47 fps 21.3431 mspf 235 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 75 fps 13.3750 mspf 375 rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 106 fps 9.4279 mspf 532 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 119 fps 8.4155 mspf 596 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 71 fps 14.0494 mspf 357 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): 82 fps 12.2035 mspf 411 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 78 fps 12.8606 mspf 390 rendered frames


Deutlich Vorteile hat der 65.90er nicht. Gerade bei den komplexeren Shadern (ab 18) liegt er zurück. Als Richtwert kann man Shader 19 betrachten, da der aus fast allen vorherigen besteht.

Thomas

tb
2004-09-14, 19:09:43
Das Update auf build 125 gibts hier: www.shadermark.de/build125.rar
Damit sollten erstmal alle Fehler, bis auf den GeForce FX crash beseitigt sein.

Thomas

tombman
2004-09-15, 00:07:35
Das Update auf build 125 gibts hier: www.shadermark.de/build125.rar
Damit sollten erstmal alle Fehler, bis auf den GeForce FX crash beseitigt sein.

Thomas

NOPE, no immer ned ;)

debug forever :D

Merlin31
2004-09-15, 00:13:09
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 124780544
HAL (pure hw vp): RADEON X800 XT Platinum Edition (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_b

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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader 2 ( Per Pixel Diffuse Lighting - ps_2_b): 970 fps 1.0309 mspf 4854 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_b): 741 fps 1.3495 mspf 3708 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_b): 741 fps 1.3495 mspf 3708 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_b): 617 fps 1.6210 mspf 3087 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_b): 719 fps 1.3915 mspf 3596 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_b): 640 fps 1.5623 mspf 3203 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_b): 346 fps 2.8874 mspf 1733 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_b): 945 fps 1.0586 mspf 4727 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_b): 450 fps 2.2208 mspf 2255 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_b): 580 fps 1.7237 mspf 2903 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_b): 172 fps 5.8163 mspf 861 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_b): 110 fps 9.0721 mspf 552 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_b): 343 fps 2.9143 mspf 1717 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_b): 265 fps 3.7737 mspf 1326 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_b): 194 fps 5.1428 mspf 973 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_b): 407 fps 2.4553 mspf 2038 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_b): 25 fps 40.3856 mspf 124 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_b): 92 fps 10.9256 mspf 458 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_b): 46 fps 21.5854 mspf 232 rendered frames
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_b): 196 fps 5.1060 mspf 980 rendered frames
shader 23 ( not supported)
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_b): 140 fps 7.1643 mspf 699 rendered frames

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_b): 120 fps 8.3325 mspf 601 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_b): 118 fps 8.4812 mspf 590 rendered frames

tb
2004-09-15, 01:32:28
NOPE, no immer ned ;)

debug forever :D

Mail mir mal ein dxdiag log. Haste nen admin account?

Thomas

tombman
2004-09-15, 03:11:06
------------------
System Information
------------------
Time of this report: 9/15/2004, 03:01:58
Machine name: TOMBMAN-RAID
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 1 (2600.xpsp2.030422-1633)
Language: English (Regional Setting: German)
System Manufacturer: ASUSTek Computer Inc.
System Model: SK8N
BIOS: BIOS Date: 11/19/03 17:11:52 Ver: 08.00.09
Processor: AMD Opteron(tm) Processor 240, MMX, 3DNow, ~1.6GHz
Memory: 1022MB RAM
Page File: 347MB used, 2114MB available
Windows Dir: G:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.2126 32bit Unicode

------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Music Tab: No problems found.
Input Tab: No problems found.
Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (n/a)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce 6800 Ultra
Manufacturer: NVIDIA
Chip type: GeForce 6800 Ultra
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0040&SUBSYS_020510DE&REV_A1
Display Memory: 256.0 MB
Current Mode: 1920 x 1200 (32 bit) (72Hz)
Monitor: Default Monitor
Monitor Max Res:
Driver Name: nv4_disp.dll
Driver Version: 6.14.0010.6631 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 8/25/2004 17:14:00, 3763072 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: nv4_mini.sys
Mini VDD Date: 8/25/2004 17:14:00, 2975136 bytes
Device Identifier: {D7B71E3E-4300-11CF-896A-0F2200C2CB35}
Vendor ID: 0x10DE
Device ID: 0x0040
SubSys ID: 0x020510DE
Revision ID: 0x00A1
Revision ID: 0x00A1
Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D
Deinterlace Caps: {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run

-------------
Sound Devices
-------------
Description: SB Audigy 2 ZS Audio [EC80]
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: PCI\VEN_1102&DEV_0004&SUBSYS_20021102&REV_04
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: ctaud2k.sys
Driver Version: 5.12.0001.0441 (English)
Driver Attributes: Final Retail
WHQL Logo'd: n/a
Date and Size: 10/8/2003 10:06:04, 366160 bytes
Other Files:
Driver Provider: Creative
HW Accel Level: Full
Cap Flags: 0x0
Min/Max Sample Rate: 0, 0
Static/Strm HW Mix Bufs: 0, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: Yes
EAX(tm) 2.0 Listen/Src: Yes, Yes
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
Registry: OK
Sound Test Result: Not run

---------------------
Sound Capture Devices
---------------------
Description: SB Audigy 2 ZS Audio [EC80]
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: ctaud2k.sys
Driver Version: 5.12.0001.0441 (English)
Driver Attributes: Final Retail
Date and Size: 10/8/2003 10:06:04, 366160 bytes
Cap Flags: 0x0
Format Flags: 0x0

-----------
DirectMusic
-----------
DLS Path: G:\WINDOWS\SYSTEM32\drivers\GM.DLS
DLS Version: 1.00.0016.0002
Acceleration: Enabled
Ports: SB Audigy 2 ZS DirectMusic Synthesizer [EC80], Hardware (Kernel Mode), Output, DLS, Internal, Default Port
SB Audigy 2 ZS Audio [EC80], Software (Kernel Mode), Output, DLS, Internal
Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
SB Audigy 2 ZS Synth A [EC80] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
SB Audigy 2 ZS Sw Synth [EC80] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
SB Audigy 2 ZS Synth B [EC80] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
SB Audigy 2 ZS MIDI IO [EC80] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, External
Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
SB Audigy 2 ZS MIDI IO [EC80] [Emulated], Hardware (Not Kernel Mode), Input, No DLS, External
Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal
Registry: OK
Test Result: Not run

-------------------
DirectInput Devices
-------------------
Device Name: Mouse
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Device Name: Keyboard
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Poll w/ Interrupt: No
Registry: OK

-----------
USB Devices
-----------
+ USB Root Hub
| Vendor/Product ID: 0x10DE, 0x00D7
| Matching Device ID: usb\root_hub
| Service: usbhub
| Driver: usbhub.sys, 7/3/2003 17:52:58, 53120 bytes
| Driver: usbd.sys, 8/23/2001 18:00:00, 4736 bytes

----------------
Gameport Devices
----------------
+ PCI standard PCI-to-PCI bridge
| Location: PCI bus 0, device 10, function 0
| Matching Device ID: pci\cc_0604
| Service: pci
| Driver: pci.sys, 8/29/2002 07:09:12, 62976 bytes
|
+-+ Creative Game Port
| | Location: PCI bus 1, device 6, function 1
| | Matching Device ID: pci\ven_1102&dev_7003&subsys_00401102
| | Service: gameenum
| | Driver: gameenum.sys, 8/29/2002 01:32:44, 9856 bytes

------------
PS/2 Devices
------------
+ Standard 101/102-Key or Microsoft Natural PS/2 Keyboard
| Matching Device ID: *pnp0303
| Service: i8042prt
| Driver: i8042prt.sys, 8/29/2002 02:06:38, 51072 bytes
| Driver: kbdclass.sys, 8/29/2002 07:27:02, 23424 bytes
|
+ Terminal Server Keyboard Driver
| Matching Device ID: root\rdp_kbd
| Upper Filters: kbdclass
| Service: TermDD
| Driver: termdd.sys, 8/29/2002 03:46:42, 38024 bytes
| Driver: kbdclass.sys, 8/29/2002 07:27:02, 23424 bytes
|
+ HID-compliant MX510 Optical Mouse
| Vendor/Product ID: 0x046D, 0xC01D
| Matching Device ID: hid\vid_046d&pid_c01d
| Upper Filters: LMouFlt2
| Lower Filters: LHidFlt2
| Service: mouhid
| Driver: mouhid.sys, 8/17/2001 13:48:00, 12160 bytes
| Driver: mouclass.sys, 8/29/2002 01:27:02, 22016 bytes
| Driver: LHidFlt2.Sys, 12/11/2003 09:50:00, 25630 bytes
| Driver: LMouFlt2.Sys, 12/11/2003 09:50:00, 70894 bytes
| Driver: Logi_MwX.Exe, 12/11/2003 09:50:00, 20992 bytes
|
+ Terminal Server Mouse Driver
| Matching Device ID: root\rdp_mou
| Upper Filters: mouclass
| Service: TermDD
| Driver: termdd.sys, 8/29/2002 03:46:42, 38024 bytes
| Driver: mouclass.sys, 8/29/2002 01:27:02, 22016 bytes

----------------------------
DirectPlay Service Providers
----------------------------
DirectPlay8 Modem Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.2126)
DirectPlay8 Serial Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.2126)
DirectPlay8 IPX Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.2126)
DirectPlay8 TCP/IP Service Provider - Registry: OK, File: dpnet.dll (5.03.2600.2126)
Internet TCP/IP Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (5.03.2600.2126)
IPX Connection For DirectPlay - Registry: OK, File: dpwsockx.dll (5.03.2600.2126)
Modem Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (5.03.2600.2126)
Serial Connection For DirectPlay - Registry: OK, File: dpmodemx.dll (5.03.2600.2126)

DirectPlay Voice Wizard Tests: Full Duplex: Not run, Half Duplex: Not run, Mic: Not run
DirectPlay Test Result: Not run
Registry: OK

-------------------
DirectPlay Adapters
-------------------
DirectPlay8 TCP/IP Service Provider: Local Area Connection - IPv4 -

-----------------------
DirectPlay Voice Codecs
-----------------------
Voxware VR12 1.4kbit/s
Voxware SC06 6.4kbit/s
Voxware SC03 3.2kbit/s
MS-PCM 64 kbit/s
MS-ADPCM 32.8 kbit/s
Microsoft GSM 6.10 13 kbit/s
TrueSpeech(TM) 8.6 kbit/s

-------------------------
DirectPlay Lobbyable Apps
-------------------------

------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 0.2 GB
Total Space: 7.2 GB
File System: FAT32
Model: IC35L180AVV207-1

Drive: D:
Free Space: 1.5 GB
Total Space: 169.4 GB
File System: NTFS
Model: IC35L180AVV207-1

Drive: G:
Free Space: 67.9 GB
Total Space: 210.0 GB
File System: NTFS
Model: MEGARAID LD 0 MEGARAID SCSI Disk Device

Drive: U:
Free Space: 33.4 GB
Total Space: 157.1 GB
File System: NTFS
Model: HDS722516VLAT80

Drive: E:
Model: LITE-ON LTR-32123S
Driver: g:\windows\system32\drivers\cdrom.sys, 5.01.2600.1106 (German), 8/29/2002 07:27:56, 47488 bytes

Drive: F:
Model: SONY DVD RW DRU-500A
Driver: g:\windows\system32\drivers\cdrom.sys, 5.01.2600.1106 (German), 8/29/2002 07:27:56, 47488 bytes

Drive: H:
Model: AXV CD/DVD-ROM SCSI CdRom Device
Driver: g:\windows\system32\drivers\cdrom.sys, 5.01.2600.1106 (German), 8/29/2002 07:27:56, 47488 bytes

--------------
System Devices
--------------
Name: D-Link DFE-530TX PCI Fast Ethernet Adapter (rev.A)
Device ID: PCI\VEN_1106&DEV_3065&SUBSYS_14001186&REV_43\4&20D92CA0&0&2850
Driver: G:\WINDOWS\System32\DRIVERS\fetnd5.sys, 2.66.0000.0290 (English), 8/17/2001 14:13:08, 27165 bytes

Name: Creative Game Port
Device ID: PCI\VEN_1102&DEV_7003&SUBSYS_00401102&REV_04\4&20D92CA0&0&3150
Driver: G:\WINDOWS\system32\drivers\gameenum.sys, 5.01.2600.1106 (English), 8/29/2002 01:32:44, 9856 bytes

Name: OHCI Compliant IEEE 1394 Host Controller
Device ID: PCI\VEN_1102&DEV_4001&SUBSYS_00101102&REV_04\4&20D92CA0&0&3250
Driver: G:\WINDOWS\System32\DRIVERS\ohci1394.sys, 5.01.2600.1106 (English), 8/29/2002 07:33:20, 55680 bytes
Driver: G:\WINDOWS\System32\DRIVERS\1394bus.sys, 5.01.2600.1106 (English), 8/29/2002 07:33:20, 50560 bytes
Driver: G:\WINDOWS\System32\DRIVERS\nic1394.sys, 5.01.2600.1106 (English), 8/29/2002 09:50:10, 57984 bytes
Driver: G:\WINDOWS\System32\DRIVERS\arp1394.sys, 5.01.2600.1106 (English), 8/29/2002 09:50:10, 57344 bytes
Driver: G:\WINDOWS\System32\DRIVERS\enum1394.sys, 5.01.2600.0000 (English), 8/17/2001 15:46:40, 6400 bytes

Name: Creative SB Audigy 2 ZS (WDM)
Device ID: PCI\VEN_1102&DEV_0004&SUBSYS_20021102&REV_04\4&20D92CA0&0&3050
Driver: G:\WINDOWS\system32\drivers\drmk.sys, 5.01.2600.1106 (English), 8/29/2002 01:32:34, 57856 bytes
Driver: G:\WINDOWS\system32\drivers\portcls.sys, 5.01.2600.1106 (English), 8/29/2002 02:01:00, 134272 bytes
Driver: G:\WINDOWS\system32\drivers\stream.sys, 5.03.2600.2126 (German), 5/3/2004 20:07:22, 48512 bytes
Driver: G:\WINDOWS\System32\wdmaud.drv, 5.01.2600.0000 (English), 8/17/2001 22:37:04, 22016 bytes
Driver: G:\WINDOWS\System32\ksuser.dll, 5.03.2600.2126 (German), 5/3/2004 21:57:52, 4096 bytes
Driver: G:\WINDOWS\system32\drivers\ctac32k.sys, 5.12.0001.0442 (English), 10/21/2003 17:22:18, 645360 bytes
Driver: G:\WINDOWS\system32\drivers\ctaud2k.sys, 5.12.0001.0441 (English), 10/8/2003 10:06:04, 366160 bytes
Driver: G:\WINDOWS\system32\drivers\ctoss2k.sys, 5.12.0001.0441 (English), 10/8/2003 10:06:50, 178672 bytes
Driver: G:\WINDOWS\system32\drivers\ctprxy2k.sys, 5.12.0001.0441 (English), 10/8/2003 10:08:12, 6096 bytes
Driver: G:\WINDOWS\system32\drivers\ctsfm2k.sys, 5.12.0001.0441 (English), 10/8/2003 10:09:10, 130288 bytes
Driver: G:\WINDOWS\system32\drivers\emupia2k.sys, 5.12.0001.0442 (English), 10/13/2003 17:42:12, 145488 bytes
Driver: G:\WINDOWS\system32\drivers\ha10kx2k.sys, 5.12.0001.0444 (English), 10/21/2003 17:26:08, 904496 bytes
Driver: G:\WINDOWS\system32\drivers\haP16v2k.sys, 5.12.0001.0442 (English), 10/21/2003 17:23:44, 148432 bytes
Driver: G:\WINDOWS\system32\drivers\pfmodnt.sys, 3.00.0000.0003 (English), 3/5/2003 15:07:46, 15840 bytes
Driver: G:\WINDOWS\System32\ctdlang.dat, 10/21/2003 17:54:50, 217272 bytes
Driver: G:\WINDOWS\System32\ctstatic.dat, 10/21/2003 17:47:40, 298971 bytes
Driver: G:\WINDOWS\System32\ctdaught.dat, 10/21/2003 17:47:34, 53932 bytes
Driver: G:\WINDOWS\System32\commonfx.dll, 5.12.0001.0440 (English), 10/6/2003 14:44:28, 114688 bytes
Driver: G:\WINDOWS\System32\ctaudfx.dll, 5.12.0001.0440 (English), 10/6/2003 14:44:58, 581632 bytes
Driver: G:\WINDOWS\System32\ctsblfx.dll, 5.12.0001.0440 (English), 10/6/2003 14:46:14, 606208 bytes
Driver: G:\WINDOWS\System32\ctbas2w.dat, 10/21/2003 17:54:48, 140643 bytes
Driver: G:\WINDOWS\System32\ctsbas2w.dat, 10/21/2003 17:54:42, 264466 bytes
Driver: G:\WINDOWS\System32\SBAudigy.ico, 8/17/2001 06:42:28, 7406 bytes
Driver: G:\WINDOWS\System32\Audigy.bmp, 11/13/2001 03:48:20, 1912 bytes
Driver: G:\WINDOWS\System32\ctcoinst.dll, 3.00.0000.0004 (English), 10/6/2003 14:48:30, 69632 bytes
Driver: G:\WINDOWS\System32\ctdvinst.dll, 1.82.0000.0001 (English), 6/27/2003 11:51:42, 122880 bytes
Driver: G:\WINDOWS\system32\drivers\ctdvda2k.sys, 5.13.0001.0413 (English), 10/14/2003 11:17:56, 332800 bytes
Driver: G:\WINDOWS\System32\a3d.dll, 80.00.0000.0003 (English), 10/6/2003 14:38:06, 65536 bytes
Driver: G:\WINDOWS\System32\sfman32.dll, 5.12.0001.0130 (English), 8/17/2001 14:35:46, 36864 bytes

Name: PCI standard PCI-to-PCI bridge
Device ID: PCI\VEN_10DE&DEV_00DD&SUBSYS_00000000&REV_A2\3&267A616A&0&50
Driver: G:\WINDOWS\System32\DRIVERS\pci.sys, 5.01.2600.1106 (English), 8/29/2002 07:09:12, 62976 bytes

Name: Standard Enhanced PCI to USB Host Controller
Device ID: PCI\VEN_10DE&DEV_00D8&SUBSYS_80C51043&REV_A2\3&267A616A&0&12
Driver: G:\WINDOWS\system32\drivers\usbehci.sys, 5.01.2600.1243 (English), 7/3/2003 17:50:46, 25216 bytes
Driver: G:\WINDOWS\system32\drivers\usbport.sys, 5.01.2600.1243 (English), 7/3/2003 17:49:30, 138752 bytes
Driver: G:\WINDOWS\system32\drivers\usbhub.sys, 5.01.2600.1243 (English), 7/3/2003 17:52:58, 53120 bytes
Driver: G:\WINDOWS\System32\hccoin.dll, 5.01.2600.1243 (English), 7/3/2003 17:50:12, 5632 bytes
Driver: G:\WINDOWS\System32\usbui.dll, 5.01.2600.0000 (English), 8/18/2001 00:36:34, 67072 bytes

Name: Standard OpenHCD USB Host Controller
Device ID: PCI\VEN_10DE&DEV_00D7&SUBSYS_80C51043&REV_A5\3&267A616A&0&11
Driver: G:\WINDOWS\system32\drivers\usbohci.sys, 5.01.2600.1243 (English), 7/3/2003 17:51:16, 16000 bytes
Driver: G:\WINDOWS\system32\drivers\usbport.sys, 5.01.2600.1243 (English), 7/3/2003 17:49:30, 138752 bytes
Driver: G:\WINDOWS\system32\drivers\usbhub.sys, 5.01.2600.1243 (English), 7/3/2003 17:52:58, 53120 bytes
Driver: G:\WINDOWS\System32\usbui.dll, 5.01.2600.0000 (English), 8/18/2001 00:36:34, 67072 bytes

Name: Standard OpenHCD USB Host Controller
Device ID: PCI\VEN_10DE&DEV_00D7&SUBSYS_80C51043&REV_A5\3&267A616A&0&10
Driver: G:\WINDOWS\system32\drivers\usbohci.sys, 5.01.2600.1243 (English), 7/3/2003 17:51:16, 16000 bytes
Driver: G:\WINDOWS\system32\drivers\usbport.sys, 5.01.2600.1243 (English), 7/3/2003 17:49:30, 138752 bytes
Driver: G:\WINDOWS\system32\drivers\usbhub.sys, 5.01.2600.1243 (English), 7/3/2003 17:52:58, 53120 bytes
Driver: G:\WINDOWS\System32\usbui.dll, 5.01.2600.0000 (English), 8/18/2001 00:36:34, 67072 bytes

Name: NVIDIA nForce 3 Parallel ATA Controller (v2.5)
Device ID: PCI\VEN_10DE&DEV_00D5&SUBSYS_80C51043&REV_A5\3&267A616A&0&40
Driver: G:\WINDOWS\System32\DRIVERS\nvatabus.sys, 5.10.2600.0412 (English), 1/13/2004 12:36:00, 63744 bytes
Driver: G:\WINDOWS\System32\idecoi.dll, 1.00.0000.0001 (English), 1/13/2004 12:36:00, 291328 bytes

Name: NVIDIA nForce PCI System Management
Device ID: PCI\VEN_10DE&DEV_00D4&SUBSYS_80C51043&REV_A4\3&267A616A&0&09
Driver: n/a

Name: NVIDIA nForce3 AGP Host to PCI Bridge
Device ID: PCI\VEN_10DE&DEV_00D2&SUBSYS_00000000&REV_A4\3&267A616A&0&58
Driver: G:\WINDOWS\System32\DRIVERS\nv_agp.SYS, 4.12.0001.0377 (English), 10/29/2003 13:02:00, 21120 bytes
Driver: G:\WINDOWS\System32\NVCOG.DLL, 1.00.0000.0007 (English), 10/29/2003 13:02:00, 29696 bytes

Name: PCI standard host CPU bridge
Device ID: PCI\VEN_10DE&DEV_00D1&SUBSYS_00000000&REV_A4\3&267A616A&0&00
Driver: n/a

Name: PCI standard ISA bridge
Device ID: PCI\VEN_10DE&DEV_00D0&SUBSYS_00000000&REV_F6\3&267A616A&0&08
Driver: G:\WINDOWS\System32\DRIVERS\isapnp.sys, 5.01.2600.0000 (English), 8/23/2001 18:00:00, 35840 bytes

Name: NVIDIA GeForce 6800 Ultra
Device ID: PCI\VEN_10DE&DEV_0040&SUBSYS_020510DE&REV_A1\4&CB4F979&0&0058
Driver: G:\WINDOWS\System32\DRIVERS\nv4_mini.sys, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 2975136 bytes
Driver: G:\WINDOWS\System32\nvsvc32.exe, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 127043 bytes
Driver: G:\WINDOWS\System32\nvcod.dll, 1.00.0000.0015 (English), 8/25/2004 17:14:00, 32256 bytes
Driver: G:\WINDOWS\System32\nvcodins.dll, 1.00.0000.0015 (English), 8/25/2004 17:14:00, 32256 bytes
Driver: G:\WINDOWS\System32\nv4_disp.dll, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 3763072 bytes
Driver: G:\WINDOWS\System32\nvoglnt.dll, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 5242880 bytes
Driver: G:\WINDOWS\System32\nvcpl.dll, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 4554752 bytes
Driver: G:\WINDOWS\System32\nvmctray.dll, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 86016 bytes
Driver: G:\WINDOWS\System32\nvwddi.dll, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 81920 bytes
Driver: G:\WINDOWS\System32\nvnt4cpl.dll, 6.14.0010.6631 (English), 8/25/2004 17:14:00, 266240 bytes
Driver: G:\WINDOWS\help\nvcpl.hlp, 8/25/2004 17:14:00, 157347 bytes
Driver: G:\WINDOWS\help\nvwcplen.hlp, 8/25/2004 17:14:00, 55256 bytes

Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1103&SUBSYS_00000000&REV_00\3&267A616A&0&C3
Driver: n/a

Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1102&SUBSYS_00000000&REV_00\3&267A616A&0&C2
Driver: n/a

Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1101&SUBSYS_00000000&REV_00\3&267A616A&0&C1
Driver: n/a

Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1100&SUBSYS_00000000&REV_00\3&267A616A&0&C0
Driver: n/a

Name: MegaRAID SCSI 320-2 RAID Controller
Device ID: PCI\VEN_1000&DEV_1960&SUBSYS_05181000&REV_01\4&20D92CA0&0&3850
Driver: G:\WINDOWS\System32\DRIVERS\Mraid35x.sys, 6.34.0032.0000 (English), 4/30/2003 05:45:46, 23680 bytes

Name: A347SCSI SCSI Controller
Device ID: PCI\A347SCSI\0000
Driver: n/a

------------------
DirectX Components
------------------
ddraw.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 268288 bytes
ddrawex.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 26112 bytes
dxapi.sys: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 10496 bytes
d3d8.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 1175552 bytes
d3d8thk.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 8192 bytes
d3d9.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 1684992 bytes
d3dim.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 436224 bytes
d3dim700.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 824320 bytes
d3dramp.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 590336 bytes
d3drm.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 350208 bytes
d3dxof.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 47616 bytes
d3dpmesh.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 34816 bytes
dplay.dll: 5.00.2134.0001 English Final Retail 8/23/2001 18:00:00 33040 bytes
dplayx.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 227840 bytes
dpmodemx.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 23040 bytes
dpwsock.dll: 5.00.2134.0001 English Final Retail 8/23/2001 18:00:00 42768 bytes
dpwsockx.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 56832 bytes
dplaysvr.exe: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:58 29696 bytes
dpnsvr.exe: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:58 17920 bytes
dpnet.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 375296 bytes
dpnlobby.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:06 3072 bytes
dpnaddr.dll: 5.03.0000.0900 English Final Retail 12/12/2002 00:14:32 3072 bytes
dpvoice.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 212480 bytes
dpvsetup.exe: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:58 83456 bytes
dpvvox.dll: 5.03.0000.0900 English Final Retail 12/12/2002 00:14:32 112128 bytes
dpvacm.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 21504 bytes
dpnhpast.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 34816 bytes
dpnhupnp.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 60928 bytes
dpserial.dll: 5.00.2134.0001 English Final Retail 8/23/2001 18:00:00 53520 bytes
dinput.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 158720 bytes
dinput8.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 181760 bytes
dimap.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 44032 bytes
diactfrm.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 394240 bytes
joy.cpl: 5.03.2600.2126 English Final Retail 5/3/2004 21:58:08 68608 bytes
gcdef.dll: 5.01.2600.0000 English Final Retail 8/23/2001 18:00:00 76800 bytes
pid.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:54 35328 bytes
gameenum.sys: 5.01.2600.1106 English Final Retail 8/29/2002 01:32:44 9856 bytes
dsound.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 360960 bytes
dsound3d.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 1293824 bytes
dswave.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 18944 bytes
dsdmo.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 181248 bytes
dsdmoprp.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 71680 bytes
dmusic.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 104448 bytes
dmband.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 28672 bytes
dmcompos.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 61440 bytes
dmime.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 181248 bytes
dmloader.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 35840 bytes
dmstyle.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 105984 bytes
dmsynth.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 103424 bytes
dmscript.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 82432 bytes
system.dll: 1.01.4322.0573 English Final Retail 7/25/2004 03:44:03 1216512 bytes
dx7vb.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 619008 bytes
dx8vb.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 1227264 bytes
dxdiagn.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 2113536 bytes
mfc40.dll: 4.01.0000.6140 English Final Retail 8/23/2001 18:00:00 924432 bytes
mfc42.dll: 6.02.4035.0000 English Final Retail 5/3/2004 21:57:52 1024000 bytes
wsock32.dll: 5.01.2600.2126 English Final Retail 5/3/2004 21:57:56 22528 bytes
amstream.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:50 70656 bytes
devenum.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:50 59904 bytes
dxmasf.dll: 6.04.0009.1125 English Final Retail 5/3/2004 21:57:50 498205 bytes
mciqtz32.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:52 35328 bytes
mpg2splt.ax: 6.05.2600.2126 English Final Retail 5/3/2004 21:58:08 148480 bytes
msdmo.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:52 14336 bytes
encapi.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:50 20480 bytes
qasf.dll: 9.00.0000.3170 English Final Retail 5/3/2004 21:57:54 237568 bytes
qcap.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:54 192512 bytes
qdv.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:54 279040 bytes
qdvd.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:54 385024 bytes
qedit.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:54 562176 bytes
qedwipes.dll: 6.05.2600.2126 English Final Retail 5/3/2004 19:32:32 733696 bytes
quartz.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:54 1267200 bytes
strmdll.dll: 4.01.0000.3928 English Final Retail 5/3/2004 21:57:54 246302 bytes
iac25_32.ax: 2.00.0005.0053 English Final Retail 11/14/2002 12:58:00 199680 bytes
ir41_32.ax: 4.51.0016.0003 English Final Retail 11/14/2002 12:58:00 848384 bytes
ir41_qc.dll: 4.30.0062.0002 English Final Retail 11/14/2002 12:58:02 120320 bytes
ir41_qcx.dll: 4.30.0064.0001 English Final Retail 11/14/2002 12:58:02 338432 bytes
ir50_32.dll: 5.2562.0015.0055 English Final Retail 11/14/2002 12:58:02 755200 bytes
ir50_qc.dll: 5.00.0063.0048 English Final Retail 11/14/2002 12:58:04 200192 bytes
ir50_qcx.dll: 5.00.0064.0048 English Final Retail 11/14/2002 12:58:04 183808 bytes
ivfsrc.ax: 5.10.0002.0051 English Final Retail 11/14/2002 12:58:06 154624 bytes
mswebdvd.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:54 203776 bytes
ks.sys: 5.03.2600.2126 German Final Retail 5/3/2004 20:17:12 140800 bytes
ksproxy.ax: 5.03.2600.2126 German Final Retail 5/3/2004 21:58:08 129536 bytes
ksuser.dll: 5.03.2600.2126 German Final Retail 5/3/2004 21:57:52 4096 bytes
stream.sys: 5.03.2600.2126 German Final Retail 5/3/2004 20:07:22 48512 bytes
mspclock.sys: 5.03.2600.2126 German Final Retail 5/3/2004 19:59:44 5376 bytes
mspqm.sys: 5.01.2600.2126 German Final Retail 5/3/2004 19:59:48 4992 bytes
mskssrv.sys: 5.03.2600.2126 German Final Retail 5/3/2004 19:59:48 7552 bytes
swenum.sys: 5.03.2600.2126 German Final Retail 5/3/2004 19:59:50 4352 bytes
mstee.sys: 5.03.0000.0900 German Final Retail 12/12/2002 00:14:32 5504 bytes
bdaplgin.ax: 5.03.0000.0900 German Final Retail 7/9/2004 04:26:38 16896 bytes
bdasup.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:38 11392 bytes
msdvbnp.ax: 6.05.0001.0900 English Final Retail 7/9/2004 04:26:38 52224 bytes
psisdecd.dll: 6.05.0001.0900 English Final Retail 7/9/2004 04:26:40 354816 bytes
psisrndr.ax: 6.05.0001.0900 English Final Retail 7/9/2004 04:26:40 30208 bytes
ipsink.ax: 5.03.0000.0900 German Final Retail 7/9/2004 04:26:38 14848 bytes
mpeg2data.ax: 6.05.0001.0900 English Final Retail 7/9/2004 04:26:38 57856 bytes
ndisip.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:38 10112 bytes
mpe.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:38 15104 bytes
streamip.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:40 14976 bytes
msvidctl.dll: 6.05.2600.2126 English Final Retail 5/3/2004 21:57:54 1450496 bytes
slip.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:40 10880 bytes
nabtsfec.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:38 83968 bytes
ccdecode.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:38 16384 bytes
vbisurf.ax: 5.03.2600.2126 English Final Retail 5/3/2004 21:58:08 30208 bytes
msyuv.dll: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:38 16896 bytes
kstvtune.ax: 5.03.0001.0904 English Final Retail 7/19/2004 16:19:30 285696 bytes
ksxbar.ax: 5.03.0001.0902 English Final Retail 7/9/2004 04:26:38 39424 bytes
kswdmcap.ax: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:40 226304 bytes
vfwwdm32.dll: 5.01.2600.1106 English Final Retail 8/29/2002 03:41:18 49664 bytes
wstcodec.sys: 5.03.0000.0900 English Final Retail 7/9/2004 04:26:40 18688 bytes
wstdecod.dll: 5.03.2600.2126 English Final Retail 5/3/2004 21:57:56 50688 bytes
msdv.sys: 5.01.2600.0000 English Final Retail 7/9/2004 04:26:38 52096 bytes

------------------
DirectShow Filters
------------------

WDM Streaming VBI Codecs:
NABTS/FEC VBI Codec,0x00200000,2,1,,5.03.2600.2126
CC Decoder,0x00200000,2,1,,5.03.2600.2126
WST Codec,0x00200000,1,1,,5.03.2600.2126

DirectShow Filters:
WMAudio Decoder DMO,0x00800800,1,1,,
WMSpeech Decoder DMO,0x00600800,1,1,,
Mpeg4s Decoder DMO,0x00800001,1,1,,
WMV Screen decoder DMO,0x00800001,1,1,,
WMVideo Decoder DMO,0x00800001,1,1,,
Mpeg43 Decoder DMO,0x00800001,1,1,,
Mpeg4 Decoder DMO,0x00800001,1,1,,
DivX Decoder Filter,0x00800000,1,1,Divxdec.ax,5.00.0005.0830
Creative LiveRecording Filter,0x00400000,0,1,LiveRec.ax,2.00.0001.0000
Full Screen Renderer,0x00200000,1,0,quartz.dll,6.05.2600.2126
CyberLink DVD Navigator,0x00600000,0,3,CLNAVX.ax,5.00.0000.0603
Creative Wave Writer,0x00200000,1,0,WavWrite.ax,2.00.0001.0000
DV Muxer,0x00400000,0,0,qdv.dll,6.05.2600.2126
Nero Digital Audio Decoder,0x00600000,1,1,NeAudio.ax,1.00.0003.0057
Creative MLP Source Filter,0x00400000,0,1,MlpSrc.ax,1.01.0001.0000
Color Space Converter,0x00400001,1,1,quartz.dll,6.05.2600.2126
WM ASF Reader,0x00400000,0,0,qasf.dll,9.00.0000.3170
Creative NVF Filter,0x00400000,0,1,NvfSrc.ax,1.00.0006.0000
AVI Splitter,0x00600000,1,1,quartz.dll,6.05.2600.2126
BPM Metadata,0x001fffff,1,1,MetaBPM.ax,1.00.0003.0000
VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.05.2600.2126
Indeo® video 5.10 Compression Filter,0x00200000,1,1,,5.2562.0015.0055
Windows Media Audio Decoder,0x00800001,1,1,msadds32.ax,8.00.0000.4487
AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.05.2600.2126
CT Null Render Filter,0x00200000,1,0,NullRndr.ax,1.00.0001.0000
CT Time-Scaling filter,0x00100000,1,1,TimeScal.ax,2.02.0000.0000
StreamBufferSink,0x00200000,0,0,sbe.dll,6.04.2600.1142
MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.05.2600.2126
Indeo® video 5.10 Decompression Filter,0x00640000,1,1,,5.2562.0015.0055
SVM Metadata,0x001fffff,1,1,MetaSVM.ax,1.00.0006.0000
Microsoft Screen Video Decompressor,0x00800000,1,1,msscds32.ax,8.00.0000.4487
MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.05.2600.2126
SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.05.2600.2126
MPEG Layer-3 Decoder,0x00810000,1,1,l3codecx.ax,1.05.0000.0050
Nero Audio Stream Renderer,0x00200000,1,0,NeRender.ax,1.00.0001.0008
MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.05.2600.2126
CyberLink Audio Effect,0x00200000,1,1,claudfx.ax,5.00.0000.0602
ACELP.net Sipro Lab Audio Decoder,0x00800001,1,1,acelpdec.ax,1.04.0000.0000
CyberLink Line21 Decoder Filter,0x00200000,0,2,CLLine21.ax,4.00.0000.3002
Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.05.2600.2126
MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.05.2600.2126
File Source (Netshow URL),0x00400000,0,1,wmpasf.dll,9.00.0000.2980
DV Splitter,0x00600000,1,2,qdv.dll,6.05.2600.2126
Windows Media Video Decoder,0x00800000,1,1,wmvds32.ax,8.00.0000.4487
Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.05.2600.2126
Windows Media Video Decoder,0x00800000,1,1,wmv8ds32.ax,8.00.0000.4000
CyberLink AudioCD Filter,0x00600000,0,1,CLAudioCD.ax,5.00.0000.0603
CT Karaoke filter,0x00100000,1,1,Karaoke.ax,2.00.0000.0001
Creative MP3 Source Filter,0x00400000,0,1,Mp3Src.ax,2.00.0003.0000
Windows Media Multiplexer,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASX file Parser,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASX v.2 file Parser,0x00600000,1,0,wmpasf.dll,9.00.0000.2980
NSC file Parser,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ACM Wrapper,0x00600000,1,1,quartz.dll,6.05.2600.2126
Windows Media source filter,0x00600000,0,2,wmpasf.dll,9.00.0000.2980
Video Renderer,0x00800001,1,0,quartz.dll,6.05.2600.2126
MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.04.2600.1142
Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.05.2600.2126
Video Port Manager,0x00600000,2,1,quartz.dll,6.05.2600.2126
WST Decoder,0x00600000,1,1,wstdecod.dll,5.03.2600.2126
Video Renderer,0x00400000,1,0,quartz.dll,6.05.2600.2126
Microsoft MPEG-4 Video Decompressor,0x00800000,1,1,mp4sds32.ax,8.00.0000.0344
Nero Audio Sample Renderer,0x00200000,1,0,NeRender.ax,1.00.0001.0008
DivX Decoder Filter,0x00800000,1,1,Divxdec.ax,5.00.0005.0830
Creative AC3 Source Filter,0x00400000,0,1,AC3Src.ax,1.01.0000.0000
CT SmartVolumeManagement filter,0x00100000,1,1,DSCompr.ax,1.00.0000.0001
WM ASF Writer,0x00400000,0,0,qasf.dll,9.00.0000.3170
VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,5.03.2600.2126
Creative MP3 Writer,0x00200000,1,0,MP3Write.ax,1.02.0001.0000
Microsoft MPEG-4 Video Decompressor,0x00800000,1,1,mpg4ds32.ax,8.00.0000.4487
Nero Video Stream Renderer,0x00200000,1,0,NeRender.ax,1.00.0001.0008
File writer,0x00200000,1,0,qcap.dll,6.05.2600.2126
DVD Navigator,0x00200000,0,2,qdvd.dll,6.05.2600.2126
CyberLink Audio Decoder,0x00601000,1,1,CLAUD.ax,5.00.0000.0603
CyberLink Video/SP Decoder,0x00600000,2,3,CLVSD.ax,5.00.0000.0602
CyberLink TimeStretch Filter,0x00200000,1,1,CLAuTS.ax,1.00.0000.0522
Overlay Mixer2,0x00400000,1,1,qdvd.dll,6.05.2600.2126
AVI Draw,0x00600064,9,1,quartz.dll,6.05.2600.2126
.RAM file Parser,0x00600000,1,0,wmpasf.dll,9.00.0000.2980
G.711 Codec,0x00200000,1,1,g711codc.ax,5.01.2600.0000
MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.05.2600.2126
DV Video Decoder,0x00800000,1,1,qdv.dll,6.05.2600.2126
Indeo® audio software,0x00500000,1,1,,2.00.0005.0053
Windows Media Update Filter,0x00400000,1,0,wmpasf.dll,9.00.0000.2980
Noise Reduction,0x00100000,1,1,NoisRedu.ax,3.00.0000.0002
ASF DIB Handler,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASF ACM Handler,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASF ICM Handler,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASF URL Handler,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASF JPEG Handler,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASF DJPEG Handler,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
ASF embedded stuff Handler,0x00600000,1,1,wmpasf.dll,9.00.0000.2980
WIA Stream Snapshot Filter,0x00200000,1,1,wiasf.ax,1.00.0000.0000
Nero Video Decoder,0x00600000,2,3,NeVideo.ax,1.01.0007.0038
SampleGrabber,0x00200000,1,1,qedit.dll,6.05.2600.2126
Null Renderer,0x00200000,1,0,qedit.dll,6.05.2600.2126
Creative WMA Writer,0x00200000,1,0,WMAWrite.ax,2.01.0001.0000
MPEG-2 Sections and Tables,0x005fffff,1,0,mpeg2data.ax,6.05.0001.0900
IVF source filter,0x00600000,0,1,,5.10.0002.0051
StreamBufferSource,0x00200000,0,0,sbe.dll,6.04.2600.1142
Smart Tee,0x00200000,1,2,qcap.dll,6.05.2600.2126
Creative WMA Source Filter,0x00400000,0,1,WmaSrc.ax,2.00.0004.0000
Overlay Mixer,0x00200000,0,0,qdvd.dll,6.05.2600.2126
AVI Decompressor,0x00600000,1,1,quartz.dll,6.05.2600.2126
AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.05.2600.2126
QuickTime Movie Parser,0x00600000,1,1,quartz.dll,6.05.2600.2126
Wave Parser,0x00400000,1,1,quartz.dll,6.05.2600.2126
MIDI Parser,0x00400000,1,1,quartz.dll,6.05.2600.2126
Multi-file Parser,0x00400000,1,1,quartz.dll,6.05.2600.2126
Lyric Parser,0x00400000,1,1,quartz.dll,6.05.2600.2126
File stream renderer,0x00400000,1,1,quartz.dll,6.05.2600.2126
XML Playlist,0x00400000,1,0,wmpasf.dll,9.00.0000.2980
Nero File Source,0x00200000,0,1,NeFileSrc.ax,1.00.0000.0006
Nero DVD Decoder,0x00600000,2,3,NeVideo.ax,1.01.0007.0038
NeroDigital Parser,0x00600000,0,3,NDParser.ax,2.00.0000.0015
AVI Mux,0x00200000,1,0,qcap.dll,6.05.2600.2126
Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.05.2600.2126
File Source (Async.),0x00400000,0,1,quartz.dll,6.05.2600.2126
File Source (URL),0x00400000,0,1,quartz.dll,6.05.2600.2126
Creative CDDA Source Filter,0x00400000,0,1,CDDA.ax,2.01.0001.0000
Nero Video Sample Renderer,0x00200000,1,0,NeRender.ax,1.00.0001.0008
Windows Media Pad VU Data Grabber,0x00600000,1,0,wmmfilt.dll,1.01.2427.0001
Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.05.2600.2126
BDA MPEG2 Transport Information Filter,0x00200000,1,0,psisrndr.ax,6.05.0001.0900
QT Decompressor,0x00600000,1,1,quartz.dll,6.05.2600.2126
ShotBoundaryDet,0x00200000,1,1,wmmfilt.dll,1.01.2427.0001
MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.05.2600.2126
Indeo® video 4.4 Decompression Filter,0x0009c400,1,1,,4.51.0016.0003
Indeo® video 4.4 Compression Filter,0x00030d40,1,1,,4.51.0016.0003

WDM Streaming Tee/Splitter Devices:
Tee/Sink-to-Sink Converter,0x00200000,1,1,,5.03.2600.2126

WDM Streaming Data Transforms:
Microsoft Kernel Acoustic Echo Canceller,0x00200000,2,2,,5.03.2600.2126
Microsoft Kernel GS Wavetable Synthesizer,0x00200000,1,1,,5.03.2600.2126
Microsoft Kernel DLS Synthesizer,0x00200000,1,1,,5.03.2600.2126
Microsoft Kernel DRM Audio Descrambler,0x00200000,1,1,,5.03.2600.2126

Video Compressors:
WMVideo Encoder DMO,0x00600800,1,1,,
MSScreen encoder DMO,0x00600800,1,1,,
WMVideo9 Encoder DMO,0x00600800,1,1,,
MSScreen 9 encoder DMO,0x00600800,1,1,,
DV Video Encoder,0x00200000,0,0,qdv.dll,6.05.2600.2126
Indeo® video 5.10 Compression Filter,0x00100000,1,1,,5.2562.0015.0055
MJPEG Compressor,0x00200000,0,0,quartz.dll,6.05.2600.2126
Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.05.2600.2126
DivX Pro(tm) 5.1.1 Codec,0x00200000,1,1,qcap.dll,6.05.2600.2126
Intel 4:2:0 Video V2.50,0x00200000,1,1,qcap.dll,6.05.2600.2126
Intel Indeo(R) Video R3.2,0x00200000,1,1,qcap.dll,6.05.2600.2126
Intel Indeo® Video 4.5,0x00200000,1,1,qcap.dll,6.05.2600.2126
Indeo® video 5.10,0x00200000,1,1,qcap.dll,6.05.2600.2126
Intel IYUV codec,0x00200000,1,1,qcap.dll,6.05.2600.2126
Microsoft H.261 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.2126
Microsoft H.263 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.2126
Microsoft MPEG-4 Video Codec V2,0x00200000,1,1,qcap.dll,6.05.2600.2126
Microsoft MPEG-4 Video Codec V1,0x00200000,1,1,qcap.dll,6.05.2600.2126
Microsoft RLE,0x00200000,1,1,qcap.dll,6.05.2600.2126
Microsoft Video 1,0x00200000,1,1,qcap.dll,6.05.2600.2126

Audio Compressors:
WM Speech Encoder DMO,0x00600800,1,1,,
WMAudio Encoder DMO,0x00600800,1,1,,
IAC2,0x00200000,1,1,quartz.dll,6.05.2600.2126
IMA ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.2126
PCM,0x00200000,1,1,quartz.dll,6.05.2600.2126
Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.2126
ACELP.net,0x00200000,1,1,quartz.dll,6.05.2600.2126
DSP Group TrueSpeech(TM),0x00200000,1,1,quartz.dll,6.05.2600.2126
Windows Media Audio V1,0x00200000,1,1,quartz.dll,6.05.2600.2126
Windows Media Audio V2,0x00200000,1,1,quartz.dll,6.05.2600.2126
GSM 6.10,0x00200000,1,1,quartz.dll,6.05.2600.2126
Microsoft G.723.1,0x00200000,1,1,quartz.dll,6.05.2600.2126
CCITT A-Law,0x00200000,1,1,quartz.dll,6.05.2600.2126
CCITT u-Law,0x00200000,1,1,quartz.dll,6.05.2600.2126
MPEG Layer-3,0x00200000,1,1,quartz.dll,6.05.2600.2126

Audio Capture Sources:
SB Audigy 2 ZS Audio [EC80],0x00200000,0,0,qcap.dll,6.05.2600.2126

Midi Renderers:
Default MidiOut Device,0x00800000,1,0,quartz.dll,6.05.2600.2126
Microsoft GS Wavetable SW Synth,0x00200000,1,0,quartz.dll,6.05.2600.2126
SB Audigy 2 ZS MIDI IO [EC80],0x00200000,1,0,quartz.dll,6.05.2600.2126
SB Audigy 2 ZS Sw Synth [EC80],0x00200000,1,0,quartz.dll,6.05.2600.2126
SB Audigy 2 ZS Synth A [EC80],0x00200000,1,0,quartz.dll,6.05.2600.2126
SB Audigy 2 ZS Synth B [EC80],0x00200000,1,0,quartz.dll,6.05.2600.2126

WDM Streaming Capture Devices:
SB Audigy 2 ZS MIDI IO [EC80],0x00200000,2,2,,5.03.2600.2126
SB Audigy 2 ZS Audio [EC80],0x00200000,3,2,,5.03.2600.2126

WDM Streaming Rendering Devices:
SB Audigy 2 ZS DirectMusic Synthesizer [EC80],0x00200000,1,1,,5.03.2600.2126
SB Audigy 2 ZS Sw Synth [EC80],0x00200000,1,1,,5.03.2600.2126
SB Audigy 2 ZS Synth A [EC80],0x00200000,1,1,,5.03.2600.2126
SB Audigy 2 ZS Synth B [EC80],0x00200000,1,1,,5.03.2600.2126
SB Audigy 2 ZS MIDI IO [EC80],0x00200000,2,2,,5.03.2600.2126
SB Audigy 2 ZS Audio [EC80],0x00200000,3,2,,5.03.2600.2126

BDA Rendering Filters:
BDA IP Sink,0x00200000,1,1,,5.03.2600.2126

BDA Network Providers:
Microsoft ATSC Network Provider,0x00200000,0,1,msdvbnp.ax,6.05.0001.0900
Microsoft DVBC Network Provider,0x00200000,0,1,msdvbnp.ax,6.05.0001.0900
Microsoft DVBS Network Provider,0x00200000,0,1,msdvbnp.ax,6.05.0001.0900
Microsoft DVBT Network Provider,0x00200000,0,1,msdvbnp.ax,6.05.0001.0900

BDA Transport Information Renderers:
BDA MPEG2 Transport Information Filter,0x00600000,1,0,psisrndr.ax,6.05.0001.0900
MPEG-2 Sections and Tables,0x00600000,1,0,mpeg2data.ax,6.05.0001.0900

WDM Streaming Mixer Devices:
Microsoft Kernel Wave Audio Mixer,0x00000000,0,0,,

BDA CP/CA Filters:
Decrypt/Tag,0x00600000,1,0,encdec.dll,6.04.2600.1142
Encrypt/Tag,0x00200000,0,0,encdec.dll,6.04.2600.1142
XDS Codec,0x00200000,0,0,encdec.dll,6.04.2600.1142

WDM Streaming Communication Transforms:
Tee/Sink-to-Sink Converter,0x00200000,1,1,,5.03.2600.2126

Audio Renderers:
SB Audigy 2 ZS Audio [EC80],0x00200000,1,0,quartz.dll,6.05.2600.2126
CyberLink Audio Renderer,0x00200000,1,0,CLADR.ax,5.00.0000.0530
Default DirectSound Device,0x00800000,1,0,quartz.dll,6.05.2600.2126
Default WaveOut Device,0x00200000,1,0,quartz.dll,6.05.2600.2126
DirectSound: SB Audigy 2 ZS Audio [EC80],0x00200000,1,0,quartz.dll,6.05.2600.2126

WDM Streaming System Devices:
SB Audigy 2 ZS DirectMusic Synthesizer [EC80],0x00200000,1,1,,5.03.2600.2126
SB Audigy 2 ZS Sw Synth [EC80],0x00200000,1,1,,5.03.2600.2126
SB Audigy 2 ZS Synth A [EC80],0x00200000,11,2,,5.03.2600.2126
SB Audigy 2 ZS Synth B [EC80],0x00200000,1,1,,5.03.2600.2126
SB Audigy 2 ZS MIDI IO [EC80],0x00200000,2,2,,5.03.2600.2126
SB Audigy 2 ZS Audio [EC80],0x00200000,13,2,,5.03.2600.2126

BDA Receiver Component:
BDA Slip De-Framer,0x00600000,1,1,,5.03.2600.2126

tb
2004-09-15, 03:22:39
...


Okay, kein SP2 aber daran kann's nicht liegen.
Vielleicht schnallt der Intel Compiler beim Opteron die "Extensions" nicht....


http://www.shadermark.com/tombman.rar - ist in 2 min. oben

Thomas

tombman
2004-09-15, 03:24:17
Okay, kein SP" aber daran kanns nicht liegen.
Vielleicht schnallt der Intel Compiler beim Opteron die "Extensions" nicht....


http://www.shadermark.com/tombman.rar - ist in 2 min. oben

Thomas

naja, mein fx53 hat das zeitliche gesegnet, deshalb kann ich nur Warp 5 fahren mit dem Opteron HIlfswarpkern :D:D

tombman
2004-09-15, 03:27:41
NOPE, tombman.rar bringt a nix -> debug forever ! :D

btw, ist ein B3 opteron core, also die ersten die überhaupt auf den Markt kamen, das war noch laaange vor C0 und den jetzigen CG cores ;)

tb
2004-09-15, 03:30:02
NOPE, tombman.rar bringt a nix -> debug forever ! :D

btw, ist ein B3 opteron core, also die ersten die überhaupt auf den Markt kamen, das war noch laaange vor C0 und den jetzigen CG cores ;)

Aber wenn anderen Programme (3DMark03...) laufen, dann muss ShaderMark auch laufen....

Thomas

tombman
2004-09-15, 03:47:20
Aber wenn anderen Programme (3DMark03...) laufen, dann muss ShaderMark auch laufen....

Thomas

jo, die anderen Sachen laufen, auch die mit vielen shadern (gerade getestet), shadermark 2.1 dagegen NUR in der debug Version .. :D

tb
2004-09-15, 04:04:31
http://www.shadermark.com/a.rar

http://www.shadermark.com/b.rar

vielleicht geht eine davon.... spiele mom. mit den Kompiler- und Linkeroptionen rum....

Thomas

tombman
2004-09-17, 10:57:07
ok, TB, is geklärt---- als die trees of pangea demo auch ned rennen wollte wurde ich mißtrauisch -- ich hatte keine "korrekte" dx9c Version, auch wenn dx9c angezeigt wurde. (dürfte Leiche von der beta sein)

jedenfalls hab ich dann die redist. dx9c gesaugt/entpackt und installed --> und alles geht inkl. deinem sm 2.1. :D

tb
2004-09-17, 17:34:58
ok, TB, is geklärt---- als die trees of pangea demo auch ned rennen wollte wurde ich mißtrauisch -- ich hatte keine "korrekte" dx9c Version, auch wenn dx9c angezeigt wurde. (dürfte Leiche von der beta sein)

jedenfalls hab ich dann die redist. dx9c gesaugt/entpackt und installed --> und alles geht inkl. deinem sm 2.1. :D

Da bin ich froh ;)

Thomas

tombman
2004-09-18, 06:02:21
Da bin ich froh ;)

Thomas

denk ich mir ;)

btw, hättest du die Lust/Skill mal so richtig kranke benchmarks zu schreiben, mit massig Poligonen, instancing, Voxel rendering, displacement mapping, high dynamic range rendering usw?

Also so ziemlich alles reinpacken was sm 2.b und sm 3.0 hergeben?

tb
2004-09-18, 06:42:40
na mal schauen, ShaderMark v3.0 wird auf jeden Fall dx9.0c und OpenGL GLSL (shader objects etc. 2.0?) benötigen... HDR hab ich schon im 2.1'er - da musste ich auch schon ein wenig tüfteln, damit das 2_b Profil der X800 nicht scheitert. 2_b Shader sind bis zu 20% länger als 2_a oder 3_0 Shader, weil dem 2_b einfach die freie "swizzle" Möglichkeit fehlt. Massig Polygone passen nicht wirklich zu ShaderMark, aber ne Option in 3.0 einzubauen dürfte kein Problem. Wird bestimmt interessant, wie sich dx9.0c Instancing gegen pures OpenGL schlägt, da NVIDIA bisher der Ansicht ist, DX9 hat wesentlich mehr API Overhead, deswegen ist Instancing unter OpenGL nicht wirklich ein Vorteil bzw. bisher nicht als Extension vorgesehen. Wir werden sehen. Voxel Zeugs verwendet heut doch kaum einer, ausser in den Medezintechnik, ohne 3_0 Shader macht das aber wenig Sinn, bis ShaderMark v3.0 erscheint, düfte es aber noch ne ganze Zeit dauern (min. Mitte 2005)....bin ja Student und ne Diplomarbeit will auch geschrieben werden...

Thomas

A.Wesker
2004-09-18, 11:09:09
bei mir startet der bench net ;(

Mr. Lolman
2004-09-18, 12:16:09
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 115343360
HAL (pure hw vp): RADEON 9700 PRO @ 400/350, Catalyst 4.9, (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader 2 ( Per Pixel Diffuse Lighting - ps_2_0):; 430 fps; 2;mspf; 2151;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0):; 303 fps; 3;mspf; 1514;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0):; 302 fps; 3;mspf; 1512;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0):; 248 fps; 4;mspf; 1241;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0):; 302 fps; 3;mspf; 1513;rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0):; 280 fps; 3;mspf; 1398;rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0):; 187 fps; 5;mspf; 935;rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0):; 611 fps; 1;mspf; 3054;rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0):; 416 fps; 2;mspf; 2081;rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0):; 301 fps; 3;mspf; 1503;rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0):; 103 fps; 9;mspf; 517;rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0):; 159 fps; 6;mspf; 797;rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0):; 202 fps; 4;mspf; 1010;rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0):; 118 fps; 8;mspf; 589;rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0):; 154 fps; 6;mspf; 768;rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0):; 191 fps; 5;mspf; 957;rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0):; 17 fps; 57;mspf; 87;rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0):; 58 fps; 17;mspf; 291;rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_0):; 88 fps; 11;mspf; 441;rendered frames
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_0):; 50 fps; 20;mspf; 249;rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_0):; 50 fps; 19;mspf; 253;rendered frames

tombman
2004-09-18, 12:30:02
bei mir startet der bench net ;(

genauso wars bei mir auch, saug dir die redistributable dx9c und installiere neu.
Danach schau ob er auch wirklich alles neu kopiert und ob er den pc neustartet.

Dann sollte es gehen---

offenbar hat sm 2.1 was gegen alte dx9c beta Leichen :D

Psycho2200
2004-09-18, 17:28:12
A64 3500+
1GB XMS3200CL2
X800Pro @ Standardtakt @ 16pipes

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 121634816
HAL (pure hw vp): RADEON X800 PRO (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_b

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
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader 2 ( Per Pixel Diffuse Lighting - ps_2_b): 851 fps 1.1750 mspf 4256 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_b): 643 fps 1.5546 mspf 3217 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_b): 643 fps 1.5553 mspf 3215 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_b): 536 fps 1.8662 mspf 2680 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_b): 643 fps 1.5557 mspf 3214 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_b): 586 fps 1.7064 mspf 2931 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_b): 351 fps 2.8525 mspf 1753 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_b): 1051 fps 0.9513 mspf 5256 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_b): 691 fps 1.4475 mspf 3455 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_b): 596 fps 1.6783 mspf 2980 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_b): 209 fps 4.7792 mspf 1047 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_b): 279 fps 3.5847 mspf 1395 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_b): 308 fps 3.2427 mspf 1542 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_b): 254 fps 3.9401 mspf 1270 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_b): 289 fps 3.4585 mspf 1446 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_b): 368 fps 2.7154 mspf 1842 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_b): 35 fps 28.4174 mspf 176 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_b): 118 fps 8.4750 mspf 590 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_b): 42 fps 23.9889 mspf 209 rendered frames
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_b): 181 fps 5.5150 mspf 907 rendered frames
shader 23 ( not supported)
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_b): 128 fps 7.8335 mspf 639 rendered frames

performance impact of multiple render targets

shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_b): 108 fps 9.2959 mspf 538 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_b): 105 fps 9.4829 mspf

Quasar
2004-09-24, 09:00:58
FW66.31, P3-S 1,4GHz auf GA-6OXET-C, 512MB SDR-SDRAM, AGPx4, Win2k, SP4, DX9.0c, .Net-Framework 1.1

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 98566144
HAL (pure hw vp): NVIDIA GeForce FX 5800 Ultra (gamma correction: FBW)

pixel shader version: Pixel Shader 2_a
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s0e3
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s0e3
( 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: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0
default all FP16 all FP32
shader 2 ( Per Pixel Diffuse Lighting - ps_2_a): 80fps 80fps 74fps
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_a): 61fps 63fps 59fps
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_a): 63fps 63fps 57fps
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_a): 52fps 52fps 45fps
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_a): 66fps 65fps 59fps
shader 7 ( Per Pixel Fresnel Reflections - ps_2_a): 57fps 58fps 51fps
shader 8 ( Per Pixel Car Surface Shader - ps_2_a): 40fps 40fps 32fps
shader 9 ( Per Pixel Environment Mapping - ps_2_a): 88fps 87fps 83fps
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_a): 84fps 84fps 80fps
shader 11 ( Per Pixel Bump Mapping - ps_2_a): 57fps 57fps 54fps
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_a): 44fps 44fps 35fps
shader 13 ( Per Pixel Veined Marble Shader - ps_2_a): 45fps 45fps 39fps
shader 14 ( Per Pixel Wood Shader - ps_2_a): 49fps 48fps 44fps
shader 15 ( Per Pixel Tile Shader - ps_2_a): 34fps 36fps 30fps
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_a): 34fps 34fps 21fps
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_a): 34fps 35fps 29fps
shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_a): 4fps 4fps 4fps
shader 19 ( Combination Effect - ps_2_a): 18fps 18fps 15fps
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_a): 2fps 3fps 1fps
shader 21 ( not supported)
shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_a): 7fps 9fps 6fps
shader 26 ( not supported)


Mit build v128 ging es endlich auch auf der FX :) Danke Thomas!

Neon3D
2004-09-24, 09:55:46
file data.dat is corrupt or missing.

kann wer helfen?

Quasar
2004-09-24, 10:26:31
Schon versucht, das Teil komplett neu zu runterzuladen?

Gast
2004-09-24, 12:12:15
Da hats irgendwas. Kann doch nicht sein, dass gleich der erste Shader auf ner 9700pro mehr als 5x schneller ist, als auf ner FX5800 Ultra...


Und dann sind natürlich wieder die Spieleproggerschuld, wenn FX Karten no grottige Performance bieten. So gesehen bei Farcry :rolleyes:

Neon3D
2004-09-25, 11:54:38
Schon versucht, das Teil komplett neu zu runterzuladen?


mach ich halt nochmal.

TanG0
2004-09-25, 13:22:32
Wenn ich den Bench starten will, sehe ich den Titelbildschirm und dann bootet der PC neu. Super Teil ;)

reunion
2004-09-25, 17:43:30
FW66.31, P3-S 1,4GHz auf GA-6OXET-C, 512MB SDR-SDRAM, AGPx4, Win2k, SP4, DX9.0c, .Net-Framework 1.1

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 98566144
HAL (pure hw vp): NVIDIA GeForce FX 5800 Ultra (gamma correction: FBW)

pixel shader version: Pixel Shader 2_a
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s0e3
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s0e3
( 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: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0
default all FP16 all FP32
shader 2 ( Per Pixel Diffuse Lighting - ps_2_a): 80fps 80fps 74fps
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_a): 61fps 63fps 59fps
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_a): 63fps 63fps 57fps
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_a): 52fps 52fps 45fps
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_a): 66fps 65fps 59fps
shader 7 ( Per Pixel Fresnel Reflections - ps_2_a): 57fps 58fps 51fps
shader 8 ( Per Pixel Car Surface Shader - ps_2_a): 40fps 40fps 32fps
shader 9 ( Per Pixel Environment Mapping - ps_2_a): 88fps 87fps 83fps
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_a): 84fps 84fps 80fps
shader 11 ( Per Pixel Bump Mapping - ps_2_a): 57fps 57fps 54fps
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_a): 44fps 44fps 35fps
shader 13 ( Per Pixel Veined Marble Shader - ps_2_a): 45fps 45fps 39fps
shader 14 ( Per Pixel Wood Shader - ps_2_a): 49fps 48fps 44fps
shader 15 ( Per Pixel Tile Shader - ps_2_a): 34fps 36fps 30fps
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_a): 34fps 34fps 21fps
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_a): 34fps 35fps 29fps
shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_a): 4fps 4fps 4fps
shader 19 ( Combination Effect - ps_2_a): 18fps 18fps 15fps
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_a): 2fps 3fps 1fps
shader 21 ( not supported)
shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_a): 7fps 9fps 6fps
shader 26 ( not supported)


Mit build v128 ging es endlich auch auf der FX :) Danke Thomas!


Was macht default?
Warum ist das schneller bzw. gleichschnell als FP16?

Quasar
2004-09-25, 18:14:26
Soweit ich weiß ist default ein Mix aus FP16 als Basis und FP32 dort, wo die Bildqualität beeinträchtigt werden könnte.

Als "schneller" würde ich es nicht unbedingt bezeichnen, da der SM offenbar nur ganzzahlige FPS ausspuckt kann hier der Unterschied zwischen 45,49 und 45,50 schon auf das hundertfache aufgeblasen werden.

reunion
2004-09-25, 19:47:48
Soweit ich weiß ist default ein Mix aus FP16 als Basis und FP32 dort, wo die Bildqualität beeinträchtigt werden könnte.


Deshalb das gute abschneiden der NV-Karten im Vergleich zur Version 2.0.

Als "schneller" würde ich es nicht unbedingt bezeichnen, da der SM offenbar nur ganzzahlige FPS ausspuckt kann hier der Unterschied zwischen 45,49 und 45,50 schon auf das hundertfache aufgeblasen werden.

Stimmt, daran habe ich nicht gedacht.

tb
2004-09-25, 20:09:37
Wenn ich den Bench starten will, sehe ich den Titelbildschirm und dann bootet der PC neu. Super Teil ;)

Was hast Du denn für ein System? Hast Du die Debugversion mal probiert?

Thomas

TanG0
2004-09-26, 01:11:34
P4 3.2 NW
Asus P4C800-E
Corsair C2 Ram
X800 Pro Vivo
-> DNA 2.8.4.8 Cata 4.8 Treiber

Debug Version werde ich morgen mal testen.

tb
2004-09-26, 01:35:30
P4 3.2 NW
Asus P4C800-E
Corsair C2 Ram
X800 Pro Vivo
-> DNA 2.8.4.8 Cata 4.8 Treiber

Debug Version werde ich morgen mal testen.

Die Cat. 4.8 Treiber sind schuld. Erst ab 4.9 sind kritische Fehler behoben worden, welche einen BSOD verursachen.

Thomas

misterh
2005-09-12, 22:24:47
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 7800 GT (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s10e6
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s10e6
( 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

shader 2 ( Per Pixel Diffuse Lighting - ps_3_0):;1530;fps; 0;mspf; 7653;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0):;1275;fps; 0;mspf; 6375;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0):;1275;fps; 0;mspf; 6375;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0):;1020;fps; 0;mspf; 5101;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0):;1274;fps; 0;mspf; 6373;rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0):;1190;fps; 0;mspf; 5950;rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0):; 850;fps; 1;mspf; 4252;rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0):;1699;fps; 0;mspf; 8495;rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0):;1360;fps; 0;mspf; 6801;rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0):;1190;fps; 0;mspf; 5951;rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0):; 850;fps; 1;mspf; 4251;rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0):; 807;fps; 1;mspf; 4035;rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0):; 807;fps; 1;mspf; 4037;rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0):; 567;fps; 1;mspf; 2835;rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0):; 595;fps; 1;mspf; 2976;rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0):; 850;fps; 1;mspf; 4249;rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0):; 100;fps; 10;mspf; 500;rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_3_0):; 338;fps; 2;mspf; 1691;rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0):; 97;fps; 10;mspf; 485;rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0):; 93;fps; 10;mspf; 468;rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0):; 247;fps; 4;mspf; 1233;rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0):; 276;fps; 3;mspf; 1381;rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0):; 181;fps; 5;mspf; 905;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):; 170;fps; 5;mspf; 851;rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0):; 168;fps; 5;mspf; 842;rendered frames

LovesuckZ
2007-04-12, 18:21:30
8800GTX@default auf Vista mit 101.70.


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 119537664
HAL (pure hw vp): NVIDIA GeForce 8800 GTX (gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader 0 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s23e8

shader 1 ( Per Pixel Diffuse Lighting - ps_3_0): 2297 fps 0.4353 mspf 11495 rendered frames
shader 2 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 2266 fps 0.4413 mspf 11340 rendered frames
shader 3 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 2247 fps 0.4451 mspf 11242 rendered frames
shader 4 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 2072 fps 0.4827 mspf 10366 rendered frames
shader 5 ( Per Pixel Anisotropic Lighting - ps_3_0): 2344 fps 0.4266 mspf 11730 rendered frames
shader 6 ( Per Pixel Fresnel Reflections - ps_3_0): 2241 fps 0.4461 mspf 11216 rendered frames
shader 7 ( Per Pixel Car Surface Shader - ps_3_0): 1776 fps 0.5630 mspf 8888 rendered frames
shader 8 ( Per Pixel Environment Mapping - ps_3_0): 2340 fps 0.4273 mspf 11711 rendered frames
shader 9 ( Per Pixel Environment Bump Mapping - ps_3_0): 2368 fps 0.4223 mspf 11848 rendered frames
shader 10 ( Per Pixel Bump Mapping - ps_3_0): 2256 fps 0.4433 mspf 11288 rendered frames
shader 11 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 1212 fps 0.8248 mspf 6067 rendered frames
shader 12 ( Per Pixel Veined Marble Shader - ps_3_0): 1695 fps 0.5900 mspf 8481 rendered frames
shader 13 ( Per Pixel Wood Shader - ps_3_0): 1694 fps 0.5904 mspf 8476 rendered frames
shader 14 ( Per Pixel Tile Shader - ps_3_0): 826 fps 1.2107 mspf 4133 rendered frames
shader 15 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 1085 fps 0.9214 mspf 5431 rendered frames
shader 16 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 1650 fps 0.6062 mspf 8254 rendered frames

performance impact of heavy alpha blending

shader 17 ( Fur Shader With Anisotropic Lighting - ps_3_0): 630 fps 1.5870 mspf 3153 rendered frames

performance impact of multiple shaders switches

shader 18 ( Combination Effect - ps_3_0): 435 fps 2.2975 mspf 2178 rendered frames

performance impact of dynamic flow control

shader 19 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 241 fps 4.1423 mspf 1208 rendered frames
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 383 fps 2.6144 mspf 1914 rendered frames

performance impact of floating point filtering

shader 21 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 242 fps 4.1286 mspf 1212 rendered frames
shader 22 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 246 fps 4.0715 mspf 1229 rendered frames
shader 23 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 239 fps 4.1769 mspf 1198 rendered frames

performance impact of multiple render targets

shader 24 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0): 557 fps 1.7948 mspf 2788 rendered frames
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 541 fps 1.8492 mspf 2706 rendered frames

VoodooJack
2007-04-16, 15:43:35
X6800 @3.7 - 4 GB RAM - Crossfire X1950 - Cat 7.3 - Vista 64-bit

just for fun mit 16xHQAF



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 117440512
HAL (pure hw vp): Radeon X1950 CrossFire Edition (gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader 0 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s23e8

shader 1 ( Per Pixel Diffuse Lighting - ps_3_0): 2922 fps 0.3422 mspf 14614 rendered frames
shader 2 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 2747 fps 0.3640 mspf 13740 rendered frames
shader 3 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 2791 fps 0.3583 mspf 13959 rendered frames
shader 4 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 2458 fps 0.4068 mspf 12294 rendered frames
shader 5 ( Per Pixel Anisotropic Lighting - ps_3_0): 2717 fps 0.3680 mspf 13588 rendered frames
shader 6 ( Per Pixel Fresnel Reflections - ps_3_0): 2584 fps 0.3870 mspf 13368 rendered frames
shader 7 ( Per Pixel Car Surface Shader - ps_3_0): 1084 fps 0.9224 mspf 5423 rendered frames
shader 8 ( Per Pixel Environment Mapping - ps_3_0): 3153 fps 0.3171 mspf 15770 rendered frames
shader 9 ( Per Pixel Environment Bump Mapping - ps_3_0): 3035 fps 0.3295 mspf 15179 rendered frames
shader 10 ( Per Pixel Bump Mapping - ps_3_0): 2767 fps 0.3614 mspf 13836 rendered frames
shader 11 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 1242 fps 0.8052 mspf 6211 rendered frames
shader 12 ( Per Pixel Veined Marble Shader - ps_3_0): 1459 fps 0.6855 mspf 7295 rendered frames
shader 13 ( Per Pixel Wood Shader - ps_3_0): 533 fps 1.8772 mspf 2664 rendered frames
shader 14 ( Per Pixel Tile Shader - ps_3_0): 1444 fps 0.6928 mspf 7219 rendered frames
shader 15 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 1918 fps 0.5213 mspf 9594 rendered frames
shader 16 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 2215 fps 0.4515 mspf 11076 rendered frames

performance impact of heavy alpha blending

shader 17 ( Fur Shader With Anisotropic Lighting - ps_3_0): 651 fps 1.5355 mspf 3257 rendered frames

performance impact of multiple shaders switches

shader 18 ( Combination Effect - ps_3_0): 446 fps 2.2440 mspf 2229 rendered frames

performance impact of dynamic flow control

shader 19 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 319 fps 3.1353 mspf 1596 rendered frames
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 456 fps 2.1924 mspf 2281 rendered frames

performance impact of floating point filtering

shader 21 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 745 fps 1.3421 mspf 3727 rendered frames
shader 22 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 848 fps 1.1789 mspf 4243 rendered frames
shader 23 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 547 fps 1.8292 mspf 2735 rendered frames

performance impact of multiple render targets

shader 24 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0): 476 fps 2.1012 mspf 2381 rendered frames
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 455 fps 2.1986 mspf 2276 rendered frames

Pirx
2009-02-15, 11:45:20
S3 Chrome S25 512MB DDR2 (@500/400) mit Nano L2200 1,6GHz XP32

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 65011712
HAL (pure hw vp): S3 Graphics Chrome S25 DDR2 (gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

results:
shader 1 ( Per Pixel Diffuse Lighting - ps_2_0): 208 fps 4.8054 mspf 1041 rendered frames
shader 2 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 161 fps 6.2092 mspf 806 rendered frames
shader 3 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 156 fps 6.4226 mspf 779 rendered frames
shader 4 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 134 fps 7.4790 mspf 669 rendered frames
shader 5 ( Per Pixel Anisotropic Lighting - ps_2_0): 182 fps 5.4950 mspf 910 rendered frames
shader 6 ( Per Pixel Fresnel Reflections - ps_2_0): 143 fps 6.9786 mspf 717 rendered frames
shader 7 ( Per Pixel Car Surface Shader - ps_2_0): 102 fps 9.7575 mspf 513 rendered frames
shader 8 ( Per Pixel Environment Mapping - ps_2_0): 267 fps 3.7464 mspf 1335 rendered frames
shader 9 ( Per Pixel Environment Bump Mapping - ps_2_0): 193 fps 5.1854 mspf 965 rendered frames
shader 10 ( Per Pixel Bump Mapping - ps_2_0): 163 fps 6.1522 mspf 813 rendered frames
shader 11 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 83 fps 12.0523 mspf 415 rendered frames
shader 12 ( Per Pixel Veined Marble Shader - ps_2_0): 67 fps 15.0110 mspf 334 rendered frames
shader 13 ( Per Pixel Wood Shader - ps_2_0): 99 fps 10.1254 mspf 494 rendered frames
shader 14 ( Per Pixel Tile Shader - ps_2_0): 70 fps 14.3025 mspf 350 rendered frames
shader 15 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 96 fps 10.3891 mspf 482 rendered frames
shader 16 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 95 fps 10.4970 mspf 477 rendered frames

performance impact of heavy alpha blending

shader 17 ( Fur Shader With Anisotropic Lighting - ps_2_0): 44 fps 22.8946 mspf 219 rendered frames

performance impact of multiple shaders switches

shader 18 ( Combination Effect - ps_2_0): 30 fps 32.8345 mspf 153 rendered frames

performance impact of dynamic flow control

shader 20 ( not supported)
shader 21 ( not supported)

performance impact of floating point filtering

shader 22 ( not supported)
shader 23 ( not supported)
shader 24 ( not supported)

performance impact of multiple render targets

shader 25 ( not supported)
shader 26 ( not supported)




S3 Chrome 430GT 256MB DDR2 (@625/500 - 64bit SI->8GB/s) mit Nano L2200 1,6GHz XP32

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 115343360
HAL (pure hw vp): S3 Graphics Chrome 430 GT (gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0 - all fp32

results:
shader 0 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s23e8

shader 1 ( Per Pixel Diffuse Lighting - ps_2_0): 314 fps 3.1861 mspf 1570 rendered frames
shader 2 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 260 fps 3.8499 mspf 1299 rendered frames
shader 3 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 260 fps 3.8445 mspf 1301 rendered frames
shader 4 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 232 fps 4.3161 mspf 1159 rendered frames
shader 5 ( Per Pixel Anisotropic Lighting - ps_2_0): 263 fps 3.8092 mspf 1313 rendered frames
shader 6 ( Per Pixel Fresnel Reflections - ps_2_0): 241 fps 4.1553 mspf 1204 rendered frames
shader 7 ( Per Pixel Car Surface Shader - ps_2_0): 176 fps 5.6802 mspf 881 rendered frames
shader 8 ( Per Pixel Environment Mapping - ps_2_0): 346 fps 2.8928 mspf 1729 rendered frames
shader 9 ( Per Pixel Environment Bump Mapping - ps_2_0): 282 fps 3.5448 mspf 1411 rendered frames
shader 10 ( Per Pixel Bump Mapping - ps_2_0): 237 fps 4.2115 mspf 1188 rendered frames
shader 11 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 99 fps 10.1304 mspf 494 rendered frames
shader 12 ( Per Pixel Veined Marble Shader - ps_2_0): 108 fps 9.2708 mspf 540 rendered frames
shader 13 ( Per Pixel Wood Shader - ps_2_0): 171 fps 5.8541 mspf 855 rendered frames
shader 14 ( Per Pixel Tile Shader - ps_2_0): 148 fps 6.7471 mspf 742 rendered frames
shader 15 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 120 fps 8.3199 mspf 601 rendered frames
shader 16 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 143 fps 6.9730 mspf 718 rendered frames

performance impact of heavy alpha blending

shader 17 ( Fur Shader With Anisotropic Lighting - ps_2_0): 71 fps 14.0436 mspf 357 rendered frames

performance impact of multiple shaders switches

shader 18 ( Combination Effect - ps_2_0): 56 fps 17.9583 mspf 279 rendered frames

performance impact of dynamic flow control

shader 19 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 18 fps 55.1033 mspf 91 rendered frames
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 20 fps 50.4651 mspf 100 rendered frames

performance impact of floating point filtering

shader 21 ( High Dynamic Range Shader - low quality version without filtering - ps_2_0): 114 fps 8.7619 mspf 571 rendered frames
shader 22 ( High Dynamic Range Shader - high quality with fp filtering - ps_2_0): 125 fps 7.9997 mspf 626 rendered frames
shader 23 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 69 fps 14.5533 mspf 344 rendered frames

performance impact of multiple render targets

shader 24 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_0): 74 fps 13.4870 mspf 371 rendered frames
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_0): 72 fps 13.9378 mspf 359 rendered frames

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 115343360
HAL (pure hw vp): S3 Graphics Chrome 430 GT (gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0 - all fp32

results:
shader 0 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s23e8

shader 1 ( Per Pixel Diffuse Lighting - ps_3_0): 311 fps 3.2133 mspf 1557 rendered frames
shader 2 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 265 fps 3.7760 mspf 1325 rendered frames
shader 3 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 262 fps 3.8137 mspf 1312 rendered frames
shader 4 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 236 fps 4.2379 mspf 1180 rendered frames
shader 5 ( Per Pixel Anisotropic Lighting - ps_3_0): 267 fps 3.7477 mspf 1335 rendered frames
shader 6 ( Per Pixel Fresnel Reflections - ps_3_0): 242 fps 4.1313 mspf 1211 rendered frames
shader 7 ( Per Pixel Car Surface Shader - ps_3_0): 153 fps 6.5417 mspf 765 rendered frames
shader 8 ( Per Pixel Environment Mapping - ps_3_0): 345 fps 2.8945 mspf 1728 rendered frames
shader 9 ( Per Pixel Environment Bump Mapping - ps_3_0): 282 fps 3.5465 mspf 1410 rendered frames
shader 10 ( Per Pixel Bump Mapping - ps_3_0): 236 fps 4.2437 mspf 1179 rendered frames
shader 11 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 98 fps 10.2101 mspf 490 rendered frames
shader 12 ( Per Pixel Veined Marble Shader - ps_3_0): 101 fps 9.8990 mspf 506 rendered frames
shader 13 ( Per Pixel Wood Shader - ps_3_0): 170 fps 5.8792 mspf 851 rendered frames
shader 14 ( Per Pixel Tile Shader - ps_3_0): 155 fps 6.4568 mspf 775 rendered frames
shader 15 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 120 fps 8.3123 mspf 602 rendered frames
shader 16 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 154 fps 6.4964 mspf 770 rendered frames

performance impact of heavy alpha blending

shader 17 ( Fur Shader With Anisotropic Lighting - ps_3_0): 72 fps 13.8408 mspf 362 rendered frames

performance impact of multiple shaders switches

shader 18 ( Combination Effect - ps_3_0): 57 fps 17.4060 mspf 288 rendered frames

performance impact of dynamic flow control

shader 19 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 18 fps 55.0993 mspf 91 rendered frames
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 20 fps 50.4675 mspf 100 rendered frames

performance impact of floating point filtering

shader 21 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 114 fps 8.7608 mspf 571 rendered frames
shader 22 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 125 fps 7.9987 mspf 626 rendered frames
shader 23 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 69 fps 14.5548 mspf 344 rendered frames

performance impact of multiple render targets

shader 24 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_3_0): 74 fps 13.4837 mspf 371 rendered frames
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 72 fps 13.9252 mspf 360 rendered frames