Archiv verlassen und diese Seite im Standarddesign anzeigen : Shadermark 2.0 ist draußen.
zeckensack
2004-06-27, 08:18:22
Original geschrieben von tb
Hast Du Admin.-Rechte?Ja.
P.S. Jetzt geh ich wirklich ;)
Thomas Weisst du was? Ich auch :dozey:
edit: Nimm halt das nächste Mal gleich einen vernünftigen Installer (http://nsis.sourceforge.net/) :D
BlackArchon
2004-06-27, 11:11:39
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 48234496
HAL (pure hw vp): S3 Graphics DeltaChromeS8 (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 2 ( Per Pixel Diffuse Lighting): 41 fps 24.4104 mspf 205 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 32 fps 30.8649 mspf 162 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 25 fps 39.3201 mspf 128 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 33 fps 30.2006 mspf 166 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 28 fps 36.3002 mspf 138 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 21 fps 47.9202 mspf 105 rendered frames
shader 10 ( Per Pixel Environment Mapping): 103 fps 9.7198 mspf 515 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 88 fps 11.4211 mspf 438 rendered frames
shader 12 ( Per Pixel Bump Mapping): 30 fps 33.2851 mspf 151 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 22 fps 44.5202 mspf 113 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 23 fps 43.6769 mspf 115 rendered frames
shader 15 ( Per Pixel Wood Shader): 24 fps 42.2617 mspf 119 rendered frames
shader 16 ( Per Pixel Tile Shader): 19 fps 53.8392 mspf 93 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 4 fps 263.7907 mspf 19 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 20 fps 48.8708 mspf 103 rendered frames
Bin ich dir jetzt zuvorgekommen, zeckensack? ;)
misterh
2004-07-01, 05:59:14
Video Mode / Device Info:
Resolution: 1024x768
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON X800 PRO (Omega 2.5.51)
Anti-Detect-Mode: off
Video Ram Used: 129 MB
Shaders Used: 22
Averange FPS: 419.4
Averange Rendered Frames: 2097.3
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 746 1.3413 3728 610
shader3 585 1.7086 2927 931
shader4 572 1.7490 2859 962
shader5 505 1.9795 2526 1171
shader6 585 1.7099 2925 878
shader7 552 1.8116 2760 1104
shader8 428 2.3376 2139 1284
shader9 418 2.3902 2092 1330
shader10 856 1.1680 4281 467
shader11 738 1.3547 3691 637
shader12 528 1.8954 2638 1008
shader13 421 2.3730 2108 1186
shader14 372 2.6899 1859 1082
shader15 431 2.3175 2158 1019
shader16 283 3.5393 1413 1711
shader17 44 22.9503 218 1122
shader18 429 2.3297 2147 1248
shader19 82 12.2690 408 574
shader20 206 4.8444 1033 3792
shader21 227 4.4040 1136 3126
shader22 123 8.1533 614 867
shader23 96 10.3993 481 127
Final Score 26236
VoodooJack
2004-07-01, 13:57:18
Original geschrieben von misterh
Video Mode / Device Info:
Resolution: 1024x768
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON X800 PRO (Omega 2.5.51)
Anti-Detect-Mode: off
Video Ram Used: 129 MB
Shaders Used: 22
Averange FPS: 419.4
Averange Rendered Frames: 2097.3
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 746 1.3413 3728 610
shader3 585 1.7086 2927 931
shader4 572 1.7490 2859 962
shader5 505 1.9795 2526 1171
shader6 585 1.7099 2925 878
shader7 552 1.8116 2760 1104
shader8 428 2.3376 2139 1284
shader9 418 2.3902 2092 1330
shader10 856 1.1680 4281 467
shader11 738 1.3547 3691 637
shader12 528 1.8954 2638 1008
shader13 421 2.3730 2108 1186
shader14 372 2.6899 1859 1082
shader15 431 2.3175 2158 1019
shader16 283 3.5393 1413 1711
shader17 44 22.9503 218 1122
shader18 429 2.3297 2147 1248
shader19 82 12.2690 408 574
shader20 206 4.8444 1033 3792
shader21 227 4.4040 1136 3126
shader22 123 8.1533 614 867
shader23 96 10.3993 481 127
Final Score 26236
Congrats zum erfolgreichen 16-pipe Mod.
misterh
2004-07-01, 14:19:39
thx :)
VoodooJack
2004-07-03, 16:02:33
Original geschrieben von misterh
thx :)
Und wenn ich dir erzähle, dass du im ShaderMark 2.0 mit deiner 16-pipe X800Pro 1000 Punkte mehr erzielst als ich mit meiner echten 16-pipe X800XT? ;)
Das ist aus meiner Erfahrung mit beiden Karten heraus bereits der zweite Benchmark, wo eine hoch übertaktete Pro deutlich schneller ist als eine kaum übertaktbare XT. Im FableMark (Z-/Stencil-Benchmark) kam meine sehr gut übertaktbare Pro fast an die Werte der hier Maßstäbe setzenden 6800 Ultra ran. In 16x12, 4xAA, maxAF haben da nur 1 bis 2 fps gefehlt.
misterh
2004-07-03, 16:36:02
Club3D X800Pro @ Gigabyte X800Pro Bios + 16p
550/550
Video Mode / Device Info:
Resolution: 1024x768
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON X800 PRO
Anti-Detect-Mode: off
Video Ram Used: 129 MB
Shaders Used: 22
Averange FPS: 428.8
Averange Rendered Frames: 2144
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 763 1.3102 3817 624
shader3 601 1.6626 3008 956
shader4 601 1.6639 3005 1011
shader5 517 1.9339 2586 1199
shader6 602 1.6622 3008 903
shader7 570 1.7544 2850 1140
shader8 441 2.2680 2205 1323
shader9 432 2.3153 2160 1375
shader10 889 1.1249 4445 485
shader11 750 1.3330 3751 648
shader12 528 1.8936 2641 1008
shader13 392 2.5494 1962 1105
shader14 370 2.7062 1848 1076
shader15 461 2.1692 2305 1090
shader16 290 3.4496 1450 1753
shader17 45 22.4086 224 1148
shader18 433 2.3110 2164 1260
shader19 81 12.2764 408 567
shader20 212 4.7242 1059 3903
shader21 235 4.2642 1173 3237
shader22 124 8.0969 618 874
shader23 96 10.4289 480 127
Final Score 26808
:asshole:
Edit:
550/600
Video Mode / Device Info:
Resolution: 1024x768
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON X800 PRO
Anti-Detect-Mode: off
Video Ram Used: 130 MB
Shaders Used: 22
Averange FPS: 434.4
Averange Rendered Frames: 2172.3
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 772 1.2957 3859 632
shader3 607 1.6474 3035 966
shader4 605 1.6534 3024 1018
shader5 520 1.9223 2601 1205
shader6 607 1.6478 3035 911
shader7 573 1.7446 2866 1146
shader8 449 2.2286 2244 1347
shader9 435 2.2999 2174 1384
shader10 900 1.1109 4501 491
shader11 763 1.3110 3814 659
shader12 532 1.8787 2662 1016
shader13 405 2.4708 2024 1141
shader14 390 2.5628 1951 1135
shader15 473 2.1146 2365 1118
shader16 291 3.4341 1456 1759
shader17 45 22.1541 226 1148
shader18 438 2.2846 2189 1274
shader19 82 12.1278 413 574
shader20 213 4.6888 1067 3921
shader21 235 4.2525 1176 3237
shader22 124 8.0677 620 874
shader23 97 10.2579 488 128
Final Score 27081
VoodooJack
2004-07-03, 16:44:20
@misterh
Um es auf gut Deutsch zu sagen: Just carry on like that. :D
misterh
2004-07-03, 16:45:22
UUUPPPPS 2xAF war an :o
muss jetzt nochmal testen :(
misterh
2004-07-03, 16:55:29
wenn 0xAF
dann habe ich weniger Pkt
26.996
VoodooJack
2004-07-03, 17:09:21
Original geschrieben von misterh
wenn 0xAF
dann habe ich weniger Pkt
26.996
Was, mit AF hast du mehr Punkte als ohne AF? Bist schon ein Teufelskerl. :O
misterh
2004-07-03, 17:13:55
ach. ka woran liegt ;D
Jaja, die guten ATI Filter"optimierungen".;D
VoodooJack
2004-07-03, 17:27:38
Original geschrieben von misterh
ach. ka woran liegt ;D
Mal 'ne andere Frage. Wo stehen bei dir die Texturen und Mipmap-Details im CP?
misterh
2004-07-03, 18:20:22
Original geschrieben von VoodooJack
Mal 'ne andere Frage. Wo stehen bei dir die Texturen und Mipmap-Details im CP?
ganz link :D
VoodooJack
2004-07-04, 03:12:58
Original geschrieben von misterh
ganz link :D
Dachte ich mir. So und jetzt bench bitte ShaderMark so wie es sich gehört und so wie ich auch benche, nämlich mit Texturen und Mipmap-Details im CP ganz nach rechts = Hohe Qualität. Du wirst angenehm überrascht sein von der neuen Bildqualität.
VoodooJack
2004-07-13, 23:15:46
P4 - X800 XTPE - Cat 4.7 - 2xAF - HQ Texture/Mipmap
Video Mode / Device Info:
Resolution: 1024x768
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON X800 XT Platinum Edition
Anti-Detect-Mode: on
Video Ram Used: 136 MB
Shaders Used: 22
Averange FPS: 424.4
Averange Rendered Frames: 2122.3
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 772 1.2950 3861 632
shader3 613 1.6304 3067 975
shader4 613 1.6313 3065 1031
shader5 532 1.8811 2658 1233
shader6 613 1.6311 3066 920
shader7 572 1.7496 2858 1144
shader8 449 2.2272 2245 1347
shader9 422 2.3710 2109 1343
shader10 903 1.1075 4515 493
shader11 687 1.4562 3434 593
shader12 537 1.8634 2684 1025
shader13 297 3.3693 1484 837
shader14 381 2.6224 1907 1108
shader15 480 2.0827 2401 1135
shader16 289 3.4585 1446 1747
shader17 43 23.4352 214 1097
shader18 376 2.6582 1881 1094
shader19 83 12.0451 416 581
shader20 216 4.6224 1082 3976
shader21 238 4.1979 1192 3278
shader22 127 7.8740 635 895
shader23 94 10.6601 470 124
Final Score 26607
ColdColt
2004-07-14, 14:27:44
AMD Athlon XP 2400+@2700+, Cat 4.7, 9600Pro EZ (400/200MHz), 0xAA & 0xAF, HQ Texture/MipMap
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 140509184
HAL (pure hw vp): RADEON 9600 SERIES (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7
shader 2 ( Per Pixel Diffuse Lighting): 144 fps 6.9416 mspf 721 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 113 fps 8.8166 mspf 568 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 113 fps 8.8339 mspf 566 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 97 fps 10.2850 mspf 487 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 113 fps 8.8582 mspf 565 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 104 fps 9.6490 mspf 519 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 72 fps 13.8694 mspf 361 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 67 fps 14.8897 mspf 336 rendered frames
shader 10 ( Per Pixel Environment Mapping): 166 fps 6.0386 mspf 828 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 131 fps 7.6615 mspf 653 rendered frames
shader 12 ( Per Pixel Bump Mapping): 98 fps 10.1666 mspf 492 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 40 fps 25.2041 mspf 199 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 58 fps 17.3551 mspf 289 rendered frames
shader 15 ( Per Pixel Wood Shader): 81 fps 12.3956 mspf 404 rendered frames
shader 16 ( Per Pixel Tile Shader): 51 fps 19.8014 mspf 253 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 8 fps 132.1186 mspf 38 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 62 fps 16.0319 mspf 312 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 14 fps 69.8649 mspf 72 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 36 fps 27.6675 mspf 181 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 40 fps 24.9242 mspf 201 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 22 fps 45.8895 mspf 109 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 29 fps 34.7900 mspf 144 rendered frames
=============================================================
AMD Athlon XP 2400+@2700+, Cat 4.7, 9600Pro EZ (400/200MHz), 4xAA & 4xAF, HQ Texture/MipMap
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 139460608
HAL (pure hw vp): RADEON 9600 SERIES (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7
shader 2 ( Per Pixel Diffuse Lighting): 126 fps 7.9553 mspf 629 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 105 fps 9.5187 mspf 526 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 103 fps 9.6918 mspf 516 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 92 fps 10.9060 mspf 459 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 100 fps 9.9699 mspf 502 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 86 fps 11.5854 mspf 432 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 29 fps 34.9237 mspf 168 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 42 fps 23.9025 mspf 210 rendered frames
shader 10 ( Per Pixel Environment Mapping): 119 fps 8.4116 mspf 595 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 82 fps 12.2297 mspf 409 rendered frames
shader 12 ( Per Pixel Bump Mapping): 84 fps 11.8881 mspf 421 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 18 fps 54.7300 mspf 92 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 23 fps 42.9604 mspf 117 rendered frames
shader 15 ( Per Pixel Wood Shader): 68 fps 14.8016 mspf 338 rendered frames
shader 16 ( Per Pixel Tile Shader): 46 fps 21.8156 mspf 230 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 4 fps 223.5054 mspf 23 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 33 fps 30.1617 mspf 166 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 14 fps 72.1959 mspf 70 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 35 fps 28.2762 mspf 177 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 39 fps 25.4898 mspf 197 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 22 fps 46.3325 mspf 108 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 27 fps 36.7791 mspf 136 rendered frames
=============================================================
AMD Athlon XP 2400+@2700+, Cat 4.7, 9600Pro EZ (400/200MHz), 6xAA & 16xAF, HQ Texture/MipMap
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 139460608
HAL (pure hw vp): RADEON 9600 SERIES (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7
shader 2 ( Per Pixel Diffuse Lighting): 122 fps 8.2031 mspf 610 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 102 fps 9.7694 mspf 512 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 100 fps 10.0480 mspf 498 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 90 fps 11.0749 mspf 452 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 96 fps 10.3897 mspf 482 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 81 fps 12.3345 mspf 406 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 45 fps 22.1671 mspf 226 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 38 fps 26.2905 mspf 191 rendered frames
shader 10 ( Per Pixel Environment Mapping): 117 fps 8.5683 mspf 584 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 65 fps 15.4920 mspf 323 rendered frames
shader 12 ( Per Pixel Bump Mapping): 73 fps 13.7524 mspf 364 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 13 fps 74.1613 mspf 68 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 15 fps 65.6199 mspf 77 rendered frames
shader 15 ( Per Pixel Wood Shader): 52 fps 19.0914 mspf 262 rendered frames
shader 16 ( Per Pixel Tile Shader): 41 fps 24.1829 mspf 207 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 3 fps 292.5347 mspf 18 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 16 fps 61.4996 mspf 82 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 0 fps 5117.1875 mspf 1 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 36 fps 27.4398 mspf 183 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 39 fps 25.4997 mspf 197 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 21 fps 46.6580 mspf 108 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 27 fps 37.1528 mspf 135 rendered frames
BlackArchon
2004-07-14, 15:34:27
Innovision/Inno3D GeForce 6800, Forceware 61.72 WHQL:
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 106954752
HAL (pure hw vp): NVIDIA GeForce 6800 (Anti-Detect-Mode: on, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s30e8
( 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
shader 2 ( Per Pixel Diffuse Lighting): 481 fps 2.0807 mspf 2403 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 298 fps 3.3538 mspf 1491 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 223 fps 4.4861 mspf 1115 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 294 fps 3.4067 mspf 1468 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 276 fps 3.6239 mspf 1380 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 170 fps 5.8800 mspf 851 rendered frames
shader 10 ( Per Pixel Environment Mapping): 641 fps 1.5597 mspf 3206 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 416 fps 2.4046 mspf 2080 rendered frames
shader 12 ( Per Pixel Bump Mapping): 284 fps 3.5253 mspf 1419 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 180 fps 5.5487 mspf 902 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 180 fps 5.5572 mspf 900 rendered frames
shader 15 ( Per Pixel Wood Shader): 210 fps 4.7652 mspf 1050 rendered frames
shader 16 ( Per Pixel Tile Shader): 154 fps 6.5102 mspf 769 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 20 fps 48.9751 mspf 103 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 138 fps 7.2471 mspf 690 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 81 fps 12.3153 mspf 406 rendered frames
dildo4u
2004-07-23, 11:37:54
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 106954752
HAL (pure hw vp): NVIDIA GeForce 6800 GT (Anti-Detect-Mode: on, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s30e8
( 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
shader 2 ( Per Pixel Diffuse Lighting): 885 fps 1.1300 mspf 4425 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 534 fps 1.8734 mspf 2669 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 390 fps 2.5635 mspf 1951 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 509 fps 1.9635 mspf 2547 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 480 fps 2.0840 mspf 2400 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 300 fps 3.3314 mspf 1501 rendered frames
shader 10 ( Per Pixel Environment Mapping): 1137 fps 0.8794 mspf 5686 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 720 fps 1.3896 mspf 3599 rendered frames
shader 12 ( Per Pixel Bump Mapping): 510 fps 1.9616 mspf 2549 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 330 fps 3.0289 mspf 1651 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 330 fps 3.0331 mspf 1649 rendered frames
shader 15 ( Per Pixel Wood Shader): 380 fps 2.6347 mspf 1898 rendered frames
shader 16 ( Per Pixel Tile Shader): 264 fps 3.7875 mspf 1321 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 37 fps 26.9552 mspf 186 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 249 fps 4.0213 mspf 1244 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 135 fps 7.4249 mspf 674 rendered frames
6800GT@430/1.15GHZ Forcewar 61.76WHQL
MechWOLLIer
2004-07-23, 11:53:14
Sry, Doppelpost:(
MechWOLLIer
2004-07-23, 11:53:56
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 106954752
HAL (pure hw vp): NVIDIA GeForce 6800 Ultra (Anti-Detect-Mode: on, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s30e8
( 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
shader 2 ( Per Pixel Diffuse Lighting): 834 fps 1.1987 mspf 4172 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 500 fps 1.9987 mspf 2502 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 386 fps 2.5909 mspf 1930 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 500 fps 2.0001 mspf 2500 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 467 fps 2.1426 mspf 2334 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 289 fps 3.4580 mspf 1446 rendered frames
shader 10 ( Per Pixel Environment Mapping): 1048 fps 0.9540 mspf 5241 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 700 fps 1.4282 mspf 3501 rendered frames
shader 12 ( Per Pixel Bump Mapping): 477 fps 2.0963 mspf 2386 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 300 fps 3.3289 mspf 1502 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 300 fps 3.3323 mspf 1501 rendered frames
shader 15 ( Per Pixel Wood Shader): 366 fps 2.7290 mspf 1833 rendered frames
shader 16 ( Per Pixel Tile Shader): 250 fps 3.9958 mspf 1252 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 34 fps 29.3583 mspf 171 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 233 fps 4.2857 mspf 1167 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 125 fps 8.0152 mspf 624 rendered frames
Geforce 6800Ultra @ 425/550
ForeceWare 61.45
btw. wann gibts eigentlich ungefähr eine SM3.0 Erweiterung für den Shadermark?
dildo4u
2004-07-23, 11:59:23
@mechwoller hast du beim lezten test 23 auch heftige Grafikfehler?Also dem lezten test
misterh
2004-07-23, 12:00:40
wielange braucht ihr, bis shadermark2 beim laden startet? also nachdem p drücken?
dildo4u
2004-07-23, 12:02:14
Bei mir bricht er 3 shader tests ab dann geht los so nach 3-5sek schwarzen bildschirm
misterh
2004-07-23, 12:09:31
nachdem ich p gedrückt habe, steht da warming... aber danach tu es garnicht 5min lang, musste neustarten. Woren liegt es?
MechWOLLIer
2004-07-23, 21:46:50
Original geschrieben von dildo4u
@mechwoller hast du beim lezten test 23 auch heftige Grafikfehler?Also dem lezten test
Jop, ich hatte bei dem auch Grafikfehlker. Scheint ein Treiberproblem zu sein.
misterh
2004-07-23, 22:39:49
Kann mir keiner sagen?
VoodooJack
2004-07-24, 00:35:59
X800 XTPE (570/580)
Video Mode / Device Info:
Resolution: 1600x1200
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON X800 XT Platinum Edition
Anti-Detect-Mode: on
Video Ram Used: 205 MB
Shaders Used: 22
Averange FPS: 190.7
Averange Rendered Frames: 953.7
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 341 2.9343 1704 279
shader3 269 3.7230 1343 428
shader4 268 3.7272 1342 451
shader5 232 4.3186 1158 538
shader6 268 3.7293 1341 402
shader7 253 3.9510 1266 506
shader8 198 5.0605 989 594
shader9 176 5.6734 882 560
shader10 392 2.5497 1961 214
shader11 309 3.2390 1544 267
shader12 236 4.2345 1181 451
shader13 151 6.6378 754 426
shader14 169 5.9288 844 492
shader15 219 4.5579 1097 518
shader16 179 5.6013 893 1082
shader17 20 50.7319 99 510
shader18 174 5.7416 871 506
shader19 55 18.1726 276 385
shader20 87 11.4858 436 1602
shader21 96 10.4405 479 1322
shader22 53 18.7041 268 373
shader23 51 19.7744 253 67
Final Score 11971
VoodooJack
2004-07-28, 12:29:17
X800 XTPE (570/585) - beta 4.8 (8.04) - DX9.0c
Video Mode / Device Info:
Resolution: 1024x768
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON X800 XT Platinum Edition
Anti-Detect-Mode: on
Video Ram Used: 136 MB
Shaders Used: 22
Averange FPS: 446.7
Averange Rendered Frames: 2234.6
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 790 1.2659 3950 646
shader3 624 1.6014 3123 993
shader4 624 1.6018 3122 1049
shader5 541 1.8491 2704 1254
shader6 624 1.6020 3122 936
shader7 588 1.6993 2943 1176
shader8 461 2.1687 2306 1383
shader9 449 2.2266 2246 1429
shader10 927 1.0783 4637 506
shader11 780 1.2828 3898 674
shader12 550 1.8194 2749 1050
shader13 414 2.4164 2070 1167
shader14 398 2.5142 1989 1158
shader15 494 2.0235 2471 1168
shader16 301 3.3174 1508 1820
shader17 46 21.6944 231 1173
shader18 446 2.2397 2233 1297
shader19 84 11.8629 422 588
shader20 220 4.5357 1103 4050
shader21 243 4.1119 1216 3347
shader22 129 7.7333 647 909
shader23 94 10.6135 472 124
Final Score 27895
A.Wesker
2004-07-28, 12:45:03
wie lange dauert es eigendlich bis das rote warning schild verschwindet (oben rechts) und der benchmark beginnt?
MechWOLLIer
2004-07-28, 14:07:12
Original geschrieben von A.Wesker
wie lange dauert es eigendlich bis das rote warning schild verschwindet (oben rechts) und der benchmark beginnt?
ca. 10Sekunden, vielleicht etwas weniger.
A.Wesker
2004-07-28, 15:11:46
Original geschrieben von MechWOLLIer
ca. 10Sekunden, vielleicht etwas weniger.
bei mir kommt auch nach 5 min nichts
MechWOLLIer
2004-07-28, 16:53:06
Original geschrieben von A.Wesker
bei mir kommt auch nach 5 min nichts
HAst du auch den neuesten Patch drauf?
Ansonsten kannst du vielleicht tb mal ne pm schicken, der müsste es eigentlich wissen.
misterh
2004-07-28, 18:32:42
Original geschrieben von A.Wesker
bei mir kommt auch nach 5 min nichts
Das liegt daran weil du noch alte Build1 hast, und nicht Build1e :D
hatte ich auch gemerkt, naja lade (http://www.shadermark.com/build1e.rar) dir 1e runter.
A.Wesker
2004-07-28, 18:56:53
Original geschrieben von misterh
Das liegt daran weil du noch alte Build1 hast, und nicht Build1e :D
hatte ich auch gemerkt, naja lade (http://www.shadermark.com/build1e.rar) dir 1e runter.
thx :-)
edit: jetzt bekomm ich ein application error ;/
Black-Scorpion
2004-07-28, 19:08:02
Original geschrieben von A.Wesker
thx :-)
edit: jetzt bekomm ich ein application error ;/
Vielleicht hilft es.
http://www.forum-3dcenter.org/vbulletin/showthread.php?s=&postid=1897609#post1897609
A.Wesker
2004-07-28, 20:58:59
http://home.arcor.de/jodee/shadermark.GIF
Video Mode / Device Info:
Resolution: 1024x768
Back Buffer Format: X8R8G8B8
Adapter Format: X8R8G8B8
Depth/Stencil Buffer Format: D24X8
Display Controller: RADEON 9800 PRO
Anti-Detect-Mode: off
Video Ram Used: 136 MB
Shaders Used: 22
Averange FPS: 176.7
Averange Rendered Frames: 884.1
Shader Details:
Shader FPS MSPF Rendered Frames Score
shader2 336 2.9797 1678 275
shader3 260 3.8425 1302 414
shader4 260 3.8439 1301 437
shader5 222 4.4964 1112 515
shader6 260 3.8454 1301 390
shader7 245 4.0782 1227 490
shader8 178 5.6161 891 534
shader9 174 5.7428 871 554
shader10 393 2.5455 1965 214
shader11 327 3.0581 1635 282
shader12 228 4.3945 1138 435
shader13 76 13.0829 383 214
shader14 108 9.2269 542 314
shader15 177 5.6444 886 418
shader16 123 8.1132 617 744
shader17 19 52.9091 95 485
shader18 163 6.1286 816 474
shader19 36 27.9080 180 252
shader20 88 11.3895 439 1620
shader21 98 10.2180 490 1350
shader22 51 19.4629 257 359
shader23 65 15.4562 324 86
Final Score 10856
Radeon 9800 Pro 128MB @ 450/380, Catalyst 4.7.
Die neuen Treiber bringen kontinuierlich mehr Speed!
MfG,
Raff
MechWOLLIer
2004-08-16, 11:16:24
Geforce 6800U @ 425/550
ForceWare 61.65
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s30e8
( 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
shader 2 ( Per Pixel Diffuse Lighting): 801 fps 1.2482 mspf 4006 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 547 fps 1.8278 mspf 2736 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 400 fps 2.4981 mspf 2002 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 575 fps 1.7399 mspf 2874 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 500 fps 1.9984 mspf 2503 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 301 fps 3.3262 mspf 1504 rendered frames
shader 10 ( Per Pixel Environment Mapping): 1048 fps 0.9546 mspf 5238 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 700 fps 1.4280 mspf 3502 rendered frames
shader 12 ( Per Pixel Bump Mapping): 500 fps 1.9983 mspf 2503 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 301 fps 3.3270 mspf 1503 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 332 fps 3.0095 mspf 1662 rendered frames
shader 15 ( Per Pixel Wood Shader): 400 fps 2.5000 mspf 2001 rendered frames
shader 16 ( Per Pixel Tile Shader): 250 fps 3.9926 mspf 1253 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 37 fps 27.1319 mspf 185 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 294 fps 3.3981 mspf 1472 rendered frames
vBulletin®, Copyright ©2000-2025, Jelsoft Enterprises Ltd.