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Old Sep 29, 2003, 11:49 AM   #1
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Shadermark 2.0 released

found on warp2search , i'm downloading now, let see those benchies
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Old Sep 29, 2003, 12:05 PM Threadstarter Thread Starter   #2
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First results: See my other post
My System:
MoBo = Shuttle AK32a Via drivers: 449
PSU = Q-tec 550 watt
mem = 2x 256mb_cl2.5 Hyund. DDR266mhz
Cpu = Amd Athlon 1600xp+
HD = WD- 800JB 80Gb - Seagate Barracuda ATA-IV 80Gb
Vid = Ati9700 driver: Cat 3.7
OS = W2000 sp4 DX9b
Sound = Hercules FortissimoIII 7.1

Last edited by HawK; Oct 1, 2003 at 10:16 AM.
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Old Sep 29, 2003, 12:48 PM   #3
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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 58720256
HAL (pure hw vp): NVIDIA GeForce FX 5900 (Anti-Detect-Mode: on, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

results:
shader 2 ( Per Pixel Diffuse Lighting): 136 fps 7.3482 mspf 681 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 89 fps 11.2388 mspf 445 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 78 fps 12.7932 mspf 391 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 90 fps 11.1557 mspf 449 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 83 fps 12.1166 mspf 413 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 42 fps 23.8241 mspf 210 rendered frames
shader 10 ( Per Pixel Environment Mapping): 163 fps 6.1231 mspf 817 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 135 fps 7.4208 mspf 674 rendered frames
shader 12 ( Per Pixel Bump Mapping): 74 fps 13.5358 mspf 370 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 41 fps 24.1782 mspf 207 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 55 fps 18.2947 mspf 274 rendered frames
shader 15 ( Per Pixel Wood Shader): 53 fps 18.7289 mspf 267 rendered frames
shader 16 ( Per Pixel Tile Shader): 36 fps 27.6776 mspf 181 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 7 fps 140.0740 mspf 36 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 28 fps 35.7531 mspf 140 rendered frames
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Old Sep 29, 2003, 12:53 PM Threadstarter Thread Starter   #4
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Hi driver7, nice results, did you also do the antidetect mode? for me it gave the same results wonder what it would do on a NV card.
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Old Sep 29, 2003, 01:35 PM   #5
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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 136314880
HAL (pure hw vp): RADEON 9800 PRO (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: 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): 233 fps 4.3004 mspf 1163 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 160 fps 6.2540 mspf 800 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 163 fps 6.1311 mspf 816 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 130 fps 7.6691 mspf 652 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 170 fps 5.8750 mspf 852 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 148 fps 6.7686 mspf 739 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 127 fps 7.8804 mspf 635 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 116 fps 8.6385 mspf 579 rendered frames
shader 10 ( Per Pixel Environment Mapping): 238 fps 4.1974 mspf 1192 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 206 fps 4.8446 mspf 1033 rendered frames
shader 12 ( Per Pixel Bump Mapping): 140 fps 7.1560 mspf 699 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 86 fps 11.5922 mspf 432 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 86 fps 11.5826 mspf 432 rendered frames
shader 15 ( Per Pixel Wood Shader): 124 fps 8.0470 mspf 622 rendered frames
shader 16 ( Per Pixel Tile Shader): 76 fps 13.1971 mspf 379 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 13 fps 74.7717 mspf 67 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 105 fps 9.5426 mspf 524 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 27 fps 36.7204 mspf 137 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 57 fps 17.5531 mspf 285 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 62 fps 16.0546 mspf 312 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 36 fps 27.9776 mspf 179 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 52 fps 19.3137 mspf 259 rendered frames
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Old Sep 29, 2003, 04:11 PM   #6
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Hey Hawk your results looks as though you have V-sync ON. Did you?
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Old Sep 29, 2003, 05:05 PM   #7
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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 137363456
HAL (pure hw vp): RADEON 9700 PRO (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): 199 fps 5.0165 mspf 997 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 137 fps 7.2950 mspf 686 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 140 fps 7.1443 mspf 700 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 112 fps 8.9550 mspf 559 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 146 fps 6.8580 mspf 730 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 127 fps 7.9043 mspf 633 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 110 fps 9.1321 mspf 548 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 99 fps 10.0568 mspf 498 rendered frames
shader 10 ( Per Pixel Environment Mapping): 204 fps 4.9015 mspf 1021 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 177 fps 5.6497 mspf 885 rendered frames
shader 12 ( Per Pixel Bump Mapping): 120 fps 8.3513 mspf 599 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 77 fps 13.0136 mspf 385 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 77 fps 12.9451 mspf 387 rendered frames
shader 15 ( Per Pixel Wood Shader): 108 fps 9.2323 mspf 542 rendered frames
shader 16 ( Per Pixel Tile Shader): 65 fps 15.3719 mspf 326 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 12 fps 86.5689 mspf 58 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 89 fps 11.1977 mspf 447 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 24 fps 42.5094 mspf 118 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 44 fps 22.6819 mspf 221 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 48 fps 20.9389 mspf 239 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 31 fps 32.5468 mspf 154 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 45 fps 22.0005 mspf 228 rendered frames

Maybe I should O/C my video too
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Radeon 9800 PRO
WD Raptor 10,000 rpm goodness
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Old Sep 29, 2003, 05:32 PM   #8
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Guys when you post your results make sure the cheat detect is on. Makes everyones results comparable

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Old Sep 29, 2003, 05:44 PM   #9
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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 137363456
HAL (pure hw vp): RADEON 9700 PRO (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: 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): 199 fps 5.0163 mspf 997 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 137 fps 7.2955 mspf 686 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 140 fps 7.1440 mspf 700 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 112 fps 8.9554 mspf 559 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 146 fps 6.8586 mspf 730 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 127 fps 7.9043 mspf 633 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 110 fps 9.1304 mspf 548 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 99 fps 10.0571 mspf 498 rendered frames
shader 10 ( Per Pixel Environment Mapping): 204 fps 4.9016 mspf 1021 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 177 fps 5.6495 mspf 886 rendered frames
shader 12 ( Per Pixel Bump Mapping): 120 fps 8.3513 mspf 599 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 77 fps 13.0143 mspf 385 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 77 fps 12.9460 mspf 387 rendered frames
shader 15 ( Per Pixel Wood Shader): 108 fps 9.2320 mspf 542 rendered frames
shader 16 ( Per Pixel Tile Shader): 65 fps 15.3713 mspf 326 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 12 fps 86.5684 mspf 58 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 89 fps 11.1986 mspf 447 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 24 fps 42.5100 mspf 118 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 44 fps 22.7167 mspf 221 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 48 fps 21.0097 mspf 238 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 31 fps 32.5466 mspf 154 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 45 fps 22.0194 mspf 228 rendered frames

Anti-Detect-Mode: on
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AMD64 3200+
1GB Geil GD PC 3500
Radeon 9800 PRO
WD Raptor 10,000 rpm goodness
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Old Sep 29, 2003, 05:50 PM Threadstarter Thread Starter   #10
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Quote:
Originally posted by cymanator
Hey Hawk your results looks as though you have V-sync ON. Did you?
yes it is always on, thats how i play .. that is how I test..,
I do not care for more frames but i do care for image quality.

euh.... and also because I forgot... hehe..

Edit: to compare with turned of vsync + used antidetedtmode :

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 136314880
HAL (pure hw vp): RADEON 9500 PRO / 9700 (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: 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): 171 fps 5.8617 mspf 853 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 117 fps 8.5179 mspf 587 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 120 fps 8.3578 mspf 599 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 96 fps 10.4603 mspf 478 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 125 fps 8.0063 mspf 625 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 108 fps 9.2368 mspf 542 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 93 fps 10.7822 mspf 464 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 85 fps 11.7865 mspf 425 rendered frames
shader 10 ( Per Pixel Environment Mapping): 175 fps 5.7274 mspf 873 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 152 fps 6.6002 mspf 758 rendered frames
shader 12 ( Per Pixel Bump Mapping): 102 fps 9.7647 mspf 513 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 63 fps 15.8537 mspf 316 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 61 fps 16.4570 mspf 304 rendered frames
shader 15 ( Per Pixel Wood Shader): 89 fps 11.2436 mspf 445 rendered frames
shader 16 ( Per Pixel Tile Shader): 56 fps 18.0120 mspf 278 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 10 fps 100.9570 mspf 50 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 76 fps 13.2210 mspf 379 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 20 fps 49.9787 mspf 101 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 34 fps 29.5439 mspf 170 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 37 fps 27.3251 mspf 183 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 26 fps 38.1791 mspf 131 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 36 fps 27.4725 mspf 182 rendered frames

edit: changed results, this time without 4x anti aliasing

Last edited by HawK; Oct 1, 2003 at 10:18 AM.
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Old Sep 29, 2003, 06:10 PM   #11
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System Specs

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[color=red]ATI9700pro @355/320 1800Pal. @1690 768mb DDR @294-dual channel
*edit- regular stock cat 3.7's tested*
[/color]

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 137363456
HAL (pure hw vp): RADEON 9700 PRO (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: 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):--------------------------------------------------------------------217 fps 4.6034 mspf 1087 rendered frames
shader 3 (Per Pixel Directional Light Shader (Phong)):--------------------------------------------150 fps 6.6762 mspf 749 rendered frames
shader 4 (Per Pixel Point Light Shader (Phong)):---------------------------------------------------153 fps 6.5534 mspf 763 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)):--------------------------------------------------122 fps 8.2048 mspf 610 rendered frames
shader 6 (Per Pixel Anisotropic Lighting):--------------------------------------------------------------159 fps 6.2830 mspf796 rendered frames
shader 7 (Per Pixel Fresnel Reflections):---------------------------------------------------------------138 fps 7.2337 mspf 692 rendered frames
shader 8 (Per Pixel BRDF-Phong/Anisotropic Lighting):--------------------------------------------120 fps 8.3083 mspf 602 rendered frames
shader 9 (Per Pixel Car Surface Shader):---------------------------------------------------------------109 fps 9.1990 mspf 544 rendered frames
shader 10 (Per Pixel Environment Mapping):----------------------------------------------------------223 fps 4.4864 mspf1115 rendered frames
shader 11 (Per Pixel Environment Bump Mapping):-------------------------------------------------194 fps 5.1675 mspf 968 rendered frames
shader 12 (Per Pixel Bump Mapping):-------------------------------------------------------------------131 fps 7.6492 mspf 654 rendered frames
shader 13 (Per Pixel Shadowed Bump Mapping):---------------------------------------------------122 fps 8.2251 mspf 608 rendered frames
shader 14 (Per Pixel Veined Marble Shader):---------------------------------------------------------106 fps 9.4446 mspf 530 rendered frames
shader 15 (Per Pixel Wood Shader):--------------------------------------------------------------------128 fps 7.8135 mspf 640 rendered frames
shader 16 (Per Pixel Tile Shader):------------------------------------------------------------------------71 fps 14.0756 mspf 356 rendered frames
shader 17 (Fur Shader With Anisotropic Lighting):-------------------------------------------------13 fps 78.9948 mspf 64 rendered frames
shader 18 (Per Pixel Refraction and Reflection Shader with Phong Lighting):--------------98 fps 10.1926 mspf 491 rendered frames
shader 19 (Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):---26 fps 39.1984 mspf 128 rendered frames
shader 20 (High Dynamic Range Shader (cross blur)):---------------------------------------------53 fps 18.8213 mspf 266 rendered frames
shader 21 (High Dynamic Range Shader (gaussian blur)):-----------------------------------------58 fps 17.2228 mspf 291 rendered frames
shader 22 (Per Pixel Edge Detection And Hatching Shader):------------------------------------34 fps 29.0607 mspf 173 rendered frames
shader 23 (Per Pixel Water Colour Shader):----------------------------------------------------------48 fps 20.7685 mspf 241 rendered frames

TOO bad they didn't think and put the FPS right after the shader type, and not after the description! It would have made it much easier to compare the scores. Didn't they know people were going to be cutting and pasting there results to compare?
Maybe someone can get them to change it in a revision.
__________________

Last edited by BWX; Sep 30, 2003 at 05:53 PM.
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Old Sep 29, 2003, 07:08 PM   #12
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9800 pro 256

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 137363456
HAL (pure hw vp): RADEON 9800 PRO (Anti-Detect-Mode: on, gamma correction: DAC)



options

pixel shader version: 2_0
partial precision: off
number of render targets: 1

Code:
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):	 251 fps	  3.9806 mspf	    1257 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 173 fps	  5.7754 mspf	     866 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 177 fps	  5.6656 mspf	     883 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 141 fps	  7.0866 mspf	     706 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 184 fps	  5.4230 mspf	     922 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 160 fps	  6.2584 mspf	     799 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 139 fps	  7.2046 mspf	     694 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 126 fps	  7.9481 mspf	     630 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 258 fps	  3.8829 mspf	    1288 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 224 fps	  4.4696 mspf	    1119 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 151 fps	  6.6176 mspf	     756 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	 107 fps	  9.3361 mspf	     536 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	 122 fps	  8.1678 mspf	     613 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 148 fps	  6.7496 mspf	     741 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  82 fps	 12.1696 mspf	     411 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  15 fps	 68.6269 mspf	      73 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 114 fps	  8.7916 mspf	     569 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  30 fps	 33.7815 mspf	     149 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  62 fps	 16.2575 mspf	     308 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  67 fps	 14.8578 mspf	     337 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  39 fps	 25.3660 mspf	     198 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  46 fps	 21.6159 mspf	     232 rendered frames
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Old Sep 29, 2003, 07:38 PM   #13
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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 137363456
HAL (pure hw vp): RADEON 9800 PRO (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: 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):; 231;fps; 4;mspf; 1158;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)):; 160;fps; 6;mspf; 798;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)):; 163;fps; 6;mspf; 815;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)):; 130;fps; 7;mspf; 650;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting):; 170;fps; 5;mspf; 851;rendered frames
shader 7 ( Per Pixel Fresnel Reflections):; 147;fps; 6;mspf; 737;rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting):; 127;fps; 7;mspf; 635;rendered frames
shader 9 ( Per Pixel Car Surface Shader):; 116;fps; 8;mspf; 579;rendered frames
shader 10 ( Per Pixel Environment Mapping):; 238;fps; 4;mspf; 1190;rendered frames
shader 11 ( Per Pixel Environment Bump Mapping):; 206;fps; 4;mspf; 1032;rendered frames
shader 12 ( Per Pixel Bump Mapping):; 139;fps; 7;mspf; 697;rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping):; 87;fps; 11;mspf; 434;rendered frames
shader 14 ( Per Pixel Veined Marble Shader):; 87;fps; 11;mspf; 437;rendered frames
shader 15 ( Per Pixel Wood Shader):; 125;fps; 8;mspf; 625;rendered frames
shader 16 ( Per Pixel Tile Shader):; 76;fps; 13;mspf; 379;rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting):; 13;fps; 74;mspf; 67;rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting):; 105;fps; 9;mspf; 524;rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):; 27;fps; 36;mspf; 137;rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)):; 34;fps; 29;mspf; 172;rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)):; 36;fps; 27;mspf; 181;rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader):; 35;fps; 28;mspf; 178;rendered frames
shader 23 ( Per Pixel Water Colour Shader):; 51;fps; 19;mspf; 254;rendered frames

Ati Radeon 9800 PRO PowerColor
1800 XP Clocked as 2000XP
512 MB 333 DDR ram
Sound Blaster Audigy
AC 97 Sound card
Abit Max2


Last edited by kalx; Sep 29, 2003 at 08:11 PM.
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Old Sep 29, 2003, 07:52 PM   #14
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BBA9500PRO(stock),2.4C@3.0,2x256PC3200(OCZ)

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 137363456
HAL (pure hw vp): RADEON 9500 PRO / 9700 (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: 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): 165 fps 6 mspf 827 rendered frames
shader 3 (Per Pixel Directional Light Shader (Phong)): 115 fps 8 mspf 575 rendered frames
shader 4 (Per Pixel Point Light Shader (Phong)): 117 fps 8 mspf 586 rendered frames
shader 5 (Per Pixel Spot Light Shader (Phong)): 94 fps 10mspf 470 rendered frames
shader 6 (Per Pixel Anisotropic Lighting): 122 fps 8 mspf 611 rendered frames
shader 7 (Per Pixel Fresnel Reflections): 106 fps 9 mspf 531 rendered frames
shader 8 (Per Pixel BRDF-Phong/Anisotropic Lighting):; 93 fps 10 mspf 463 rendered frames
shader 9 (Per Pixel Car Surface Shader): 84 fps 11 mspf 420 rendered frames
shader 10 (Per Pixel Environment Mapping): 169 fps 5 mspf 847 rendered frames
shader 11 (Per Pixel Environment Bump Mapping): 148 fps 6 mspf 738 rendered frames
shader 12 (Per Pixel Bump Mapping): 100 fps 9 mspf 503 rendered frames
shader 13 (Per Pixel Shadowed Bump Mapping): 94 fps 10 mspf 469 rendered frames
shader 14 (Per Pixel Veined Marble Shader): 82 fps 12 mspf 409 rendered frames
shader 15 (Per Pixel Wood Shader): 98 fps 10 mspf 493 rendered frames
shader 16 (Per Pixel Tile Shader): 55 fps 18 mspf 275 rendered frames
shader 17 (Fur Shader With Anisotropic Lighting): 10 fps 100 mspf 50 rendered frames
shader 18 (Per Pixel Refraction and Reflection Shader with Phong Lighting): 75 fps 13 mspf 374 rendered frames
shader 19 (Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 20 fps 51 mspf 98 rendered frames
shader 20 (High Dynamic Range Shader (cross blur)): 41 fps 24 mspf 203 rendered frames
shader 21 (High Dynamic Range Shader (gaussian blur)): 45 fps 22 mspf 223 rendered frames
shader 22 (Per Pixel Edge Detection And Hatching Shader): 27 fps 37 mspf 134 rendered frames
shader 23 (Per Pixel Water Colour Shader): 38 fps 26 mspf 188 rendered frames

No difference between anti-detect on or off for me.Thats a good thing i guess.
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Old Sep 30, 2003, 12:34 AM   #15
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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 136314880
HAL (pure hw vp): RADEON 9600 SERIES (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: 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): 99 fps 10.1149 mspf 495 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 68 fps 14.6220 mspf 342 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 70 fps 14.3622 mspf 349 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 56 fps 17.9200 mspf 280 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 72 fps 13.7974 mspf 363 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 63 fps 15.8574 mspf 316 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 55 fps 18.1875 mspf 275 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 49 fps 20.2098 mspf 248 rendered frames
shader 10 ( Per Pixel Environment Mapping): 101 fps 9.9308 mspf 504 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 88 fps 11.4120 mspf 439 rendered frames
shader 12 ( Per Pixel Bump Mapping): 60 fps 16.7031 mspf 300 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 39 fps 25.4665 mspf 197 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 48 fps 20.8758 mspf 240 rendered frames
shader 15 ( Per Pixel Wood Shader): 57 fps 17.4999 mspf 286 rendered frames
shader 16 ( Per Pixel Tile Shader): 33 fps 30.4941 mspf 164 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 6 fps 172.1568 mspf 30 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 42 fps 23.7392 mspf 211 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 11 fps 87.2182 mspf 58 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 22 fps 44.8172 mspf 112 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 25 fps 40.7216 mspf 123 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 15 fps 65.8822 mspf 76 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 27 fps 37.3945 mspf 134 rendered frames
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Old Sep 30, 2003, 07:43 AM Threadstarter Thread Starter   #16
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made a preliminairy excel map for a quick compare


if one of you guy's wanne play with it here is the xls file i'm out of time... ....unzip first
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Old Sep 30, 2003, 08:16 AM   #17
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You're the man Hawk! Well done!


edit- just noticed something- I don't know how long that took, but must have been a while- anyway just saw a few things that must have slipped by.

shader 2 ( Per Pixel Diffuse Lighting): 233 fps

shader 9 ( Per Pixel Car Surface Shader): 116 fps
shader 10 ( Per Pixel Environment Mapping): 238 fps
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Old Sep 30, 2003, 08:46 AM Threadstarter Thread Starter   #18
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on which user ? I checked your's; they're the same as posted
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Old Sep 30, 2003, 09:50 AM   #19
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on which user ? I checked your's; they're the same as posted
OMG, sorry- I thought I posted it It was Veridian3-
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Old Sep 30, 2003, 11:58 AM   #20
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Btw do you guys run your benchmarks erm clean with no other apps running ?
Cos i ran mine with about 23 different programs loaded in windows , not sure if this woudl inpact shader performance , but you think its worth a reinstall with a clean disk to post clean benchmarks or does it not matter that much.
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Old Sep 30, 2003, 12:48 PM   #21
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on which user ? I checked your's; they're the same as posted

mine you did....

I wish i had a 9600 Pro...

(i only havea 9600 np..... and BTW, i have the lowest mark..mark me all red! j/k)
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Old Sep 30, 2003, 03:38 PM   #22
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Hawk, that's some nice work
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Old Oct 1, 2003, 08:52 AM Threadstarter Thread Starter   #23
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Originally posted by Judas
mine you did....

I wish i had a 9600 Pro...

(i only havea 9600 np..... and BTW, i have the lowest mark..mark me all red! j/k)
reduced results Judas -10% , for being clever

Thanks guy's, but it seems there no more takers, anyone? sharkims a nice 9800p & A64 bench?
and where are the NV guys?, it does take less time for you guy's.
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Old Oct 1, 2003, 11:32 AM   #24
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awww......
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Old Oct 1, 2003, 11:32 AM   #25
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awww......
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Old Oct 2, 2003, 06:34 AM   #26
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I dunno if this benchmark has any other purpose than to compare nV to ATi cards, but here goes:
Code:
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 137363456
HAL (pure hw vp): ALL-IN-WONDER 9700 SERIES (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: 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):	 184 fps	  5.4482 mspf	     918 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 132 fps	  7.5752 mspf	     661 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 132 fps	  7.5850 mspf	     660 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 108 fps	  9.2386 mspf	     542 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 140 fps	  7.1380 mspf	     701 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 122 fps	  8.1847 mspf	     611 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	  96 fps	 10.3681 mspf	     483 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	  93 fps	 10.7843 mspf	     464 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 205 fps	  4.8851 mspf	    1024 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 178 fps	  5.6209 mspf	     890 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 118 fps	  8.4852 mspf	     590 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	 103 fps	  9.7078 mspf	     516 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  93 fps	 10.7521 mspf	     466 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 110 fps	  9.1186 mspf	     549 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  63 fps	 15.8786 mspf	     315 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  11 fps	 90.6274 mspf	      56 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	  88 fps	 11.3511 mspf	     441 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  23 fps	 42.6465 mspf	     118 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  49 fps	 20.3695 mspf	     246 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  54 fps	 18.6549 mspf	     269 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  31 fps	 32.1931 mspf	     156 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  45 fps	 22.4241 mspf	     223 rendered frames
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Old Oct 2, 2003, 09:34 AM   #27
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Hawk just one thign with that chart , my NAME iS KALX not kaxlwdw
or whatever it says in there.
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