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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

ow
2003-02-08, 16:40:53
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