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VoodooJack
2003-01-31, 01:35:57
Neue Version, deswegen neuer Thread.
ShaderMark v1.6a - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700/9500 SERIES
benchmark info
mip filter reflections: DX9
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
476.57 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
433.44 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
238.56 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
216.25 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
202.25 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
234.74 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
225.66 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
248.79 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
237.26 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
275.59 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
262.07 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
229.59 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
220.34 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
186.79 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
184.50 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
122.89 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
119.44 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
182.00 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
173.19 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
194.64 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
189.80 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
184.45 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
178.37 fps
shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
107.12 fps
shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
85.62 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
105.54 fps
shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
113.75 fps
StefanV
2003-02-06, 21:23:55
hier die Werte einer Matrox Parhelia:
ShaderMark v1.6a - DX9 1.1 - 1.4 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): Matrox Parhelia 128MB - English
benchmark info
mip filter reflections: DX9
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
217.05 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
197.06 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
130.94 fps
shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.0 - Diffuse Bump Mapping
132.31 fps
shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
334.93 fps
shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.0 - Diffuse Bump Mapping
107.12 fps
shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
235.97 fps
shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.0 - Diffuse Bump Mapping
150.07 fps
shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
351.29 fps
shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.0 - Diffuse Bump Mapping
136.02 fps
shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
328.48 fps
shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.0 - Diffuse Bump Mapping
152.92 fps
shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
352.96 fps
shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.0 - Diffuse Bump Mapping
57.36 fps
shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
69.86 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
148.17 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
346.87 fps
shaders:
PS 1.4 - Ghost Shader
PS 1.0 - Diffuse Bump Mapping
152.88 fps
shaders:
PS 1.4 - Ghost Shader
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
351.07 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.0 - Diffuse Bump Mapping
153.15 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
348.42 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
153.14 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
349.05 fps
shaders:
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
134.58 fps
shaders:
PS 1.4 - 2 Spot Lights
PS 1.4 - 2 Spot Lights
114.13 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
131.37 fps
shaders:
PS 1.4 - Cubic Environment Diffuse Light and Tinted Refractions
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
131.79 fps
StefanV
2003-02-08, 10:32:33
Nochmal das ganze für 'ne Radeon 9000 PRO @ ~283/283MHz:
ShaderMark v1.6a - DX9 1.1 - 1.4 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): GIGABYTE MAYA RADEON 9000 PRO
benchmark info
mip filter reflections: DX8
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
313.15 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
274.77 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
135.68 fps
shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.0 - Diffuse Bump Mapping
102.86 fps
shaders:
PS 1.0 - Diffuse Bump Mapping
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
89.20 fps
shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.0 - Diffuse Bump Mapping
95.86 fps
shaders:
PS 1.1 - Bumped Diffuse + Specular
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
84.92 fps
shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.0 - Diffuse Bump Mapping
98.53 fps
shaders:
PS 1.4 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
86.51 fps
shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.0 - Diffuse Bump Mapping
101.02 fps
shaders:
PS 1.1 - Per Pixel Anisotropic Lighting
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
88.53 fps
shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.0 - Diffuse Bump Mapping
88.77 fps
shaders:
PS 1.4 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
79.63 fps
shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.0 - Diffuse Bump Mapping
72.14 fps
shaders:
PS 1.1 - Cubic Environment Bumped Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
67.24 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
60.91 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
55.65 fps
shaders:
PS 1.4 - Ghost Shader
PS 1.0 - Diffuse Bump Mapping
78.75 fps
shaders:
PS 1.4 - Ghost Shader
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
71.18 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.0 - Diffuse Bump Mapping
73.04 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
66.58 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.0 - Diffuse Bump Mapping
76.20 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - Bumped Diffuse Lighting with per pixel intensity falloff
67.98 fps
shaders:
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
43.42 fps
shaders:
PS 1.4 - 2 Spot Lights
PS 1.4 - 2 Spot Lights
40.99 fps
shaders:
PS 1.4 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
41.31 fps
shaders:
PS 1.4 - Cubic Environment Diffuse Light and Tinted Refractions
PS 1.4 - 4 Lights/Pass Diffuse Bump Mapping
44.88 fps
Unregistered
2003-02-08, 12:24:13
unterstützt der Parhelia PS1.4?
StefanV
2003-02-08, 15:18:35
Originally posted by Unregistered
unterstützt der Parhelia PS1.4?
nein, nur PS1.3
Dann sind obige PS1.4 Werte sinnlos, weil die Szenen gar nicht korrekt dargestellt werden.
Ich hab aber noch ein ganz anderes Problem:
Der Bench macht bei mir keinerlei anstalten, eine Ergebnis-Datei zu erzeugen (shadermark_results.txt).:|:|
nagus
2003-03-16, 20:18:22
ShaderMark v1.6a - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700 PRO
benchmark info
mip filter reflections: DX8
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
194.29 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
192.49 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
186.57 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
180.95 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
170.44 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
187.43 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
186.31 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
187.63 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
187.80 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
188.38 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
188.91 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
187.28 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
183.13 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
168.22 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
164.55 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
134.84 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
130.70 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
158.91 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
151.43 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
170.00 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
165.19 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
171.17 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
165.36 fps
shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
94.34 fps
shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
75.43 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
96.17 fps
shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
102.23 fps
nagus
2003-03-16, 20:24:01
ShaderMark v1.6a - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700 PRO
benchmark info
mip filter reflections: DX9
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
387.94 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
384.29 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
248.61 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
237.68 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
217.66 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
259.26 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
244.20 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
273.59 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
256.79 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
303.73 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
283.62 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
253.59 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
238.31 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
216.67 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
208.44 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
164.74 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
157.81 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
200.41 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
186.80 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
220.32 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
210.35 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
221.60 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
210.40 fps
shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
117.58 fps
shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
92.78 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
120.55 fps
shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
130.35 fps
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