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Shadermark 2.0 : les scores!


AlexisP

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C'est aujourd'hui que la nouvelle version du benchmark ShaderMark sort, maintenant en version 2.0. Ce qui rend ShaderMark 2.0 assez unique est le fait que ce soit un benchmark utilisant uniquement le DX9 HLSL contrairement aux autres benchmarks et qu'il mesure les performances de la carte sur les pixel shaders.

Télécharger le bench (38 Mo) : http://www.shadermark.com/shadermark_install.exe

pic_16.jpgpic_9.jpg

Qui a la plus grosse?

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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) backbuf A8R8G8B8, adapter X8R8G8B8 (D24X8) vram used 136314880

HAL (pure hw vp): Hercules 3D Prophet 9800Pro 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): 240 fps 4.1736 mspf 1198 rendered frames

shader 3 ( Per Pixel Directional Light Shader (Phong)): 171 fps 5.8617 mspf 853 rendered frames

shader 4 ( Per Pixel Point Light Shader (Phong)): 170 fps 5.8754 mspf 851 rendered frames

shader 5 ( Per Pixel Spot Light Shader (Phong)): 137 fps 7.2993 mspf 685 rendered frames

shader 6 ( Per Pixel Anisotropic Lighting): 181 fps 5.5310 mspf 904 rendered frames

shader 7 ( Per Pixel Fresnel Reflections): 161 fps 6.1958 mspf 807 rendered frames

shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 124 fps 8.0906 mspf 618 rendered frames

shader 9 ( Per Pixel Car Surface Shader): 118 fps 8.4459 mspf 592 rendered frames

shader 10 ( Per Pixel Environment Mapping): 273 fps 3.6630 mspf 1365 rendered frames

shader 11 ( Per Pixel Environment Bump Mapping): 232 fps 4.3178 mspf 1158 rendered frames

shader 12 ( Per Pixel Bump Mapping): 153 fps 6.5359 mspf 765 rendered frames

shader 13 ( Per Pixel Shadowed Bump Mapping): 96 fps 10.4384 mspf 479 rendered frames

shader 14 ( Per Pixel Veined Marble Shader): 97 fps 10.3306 mspf 484 rendered frames

shader 15 ( Per Pixel Wood Shader): 132 fps 7.5988 mspf 658 rendered frames

shader 16 ( Per Pixel Tile Shader): 82 fps 12.2249 mspf 409 rendered frames

shader 17 ( Fur Shader With Anisotropic Lighting): 15 fps 68.4931 mspf 73 rendered frames

shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 112 fps 8.9127 mspf 561 rendered frames

shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 28 fps 35.3763 mspf 142 rendered frames

shader 20 ( High Dynamic Range Shader (cross blur)): 46 fps 21.5517 mspf 232 rendered frames

shader 21 ( High Dynamic Range Shader (gaussian blur)): 50 fps 20.1928 mspf 248 rendered frames

shader 22 ( Per Pixel Edge Detection And Hatching Shader): 39 fps 25.9472 mspf 193 rendered frames

shader 23 ( Per Pixel Water Colour Shader): 55 fps 18.1818 mspf 275 rendered frames

ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info

(1024x768) backbuf A8R8G8B8, adapter X8R8G8B8 (D24X8) vram used 136314880

HAL (pure hw vp): Hercules 3D Prophet 9800Pro 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): 239 fps 4.1771 mspf 1197 rendered frames

shader 3 ( Per Pixel Directional Light Shader (Phong)): 171 fps 5.8617 mspf 853 rendered frames

shader 4 ( Per Pixel Point Light Shader (Phong)): 170 fps 5.8685 mspf 852 rendered frames

shader 5 ( Per Pixel Spot Light Shader (Phong)): 137 fps 7.3099 mspf 684 rendered frames

shader 6 ( Per Pixel Anisotropic Lighting): 181 fps 5.5310 mspf 904 rendered frames

shader 7 ( Per Pixel Fresnel Reflections): 161 fps 6.1958 mspf 807 rendered frames

shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 124 fps 8.0775 mspf 619 rendered frames

shader 9 ( Per Pixel Car Surface Shader): 118 fps 8.4602 mspf 591 rendered frames

shader 10 ( Per Pixel Environment Mapping): 273 fps 3.6603 mspf 1366 rendered frames

shader 11 ( Per Pixel Environment Bump Mapping): 232 fps 4.3178 mspf 1158 rendered frames

shader 12 ( Per Pixel Bump Mapping): 153 fps 6.5359 mspf 765 rendered frames

shader 13 ( Per Pixel Shadowed Bump Mapping): 96 fps 10.4384 mspf 479 rendered frames

shader 14 ( Per Pixel Veined Marble Shader): 97 fps 10.3306 mspf 484 rendered frames

shader 15 ( Per Pixel Wood Shader): 132 fps 7.5988 mspf 658 rendered frames

shader 16 ( Per Pixel Tile Shader): 82 fps 12.2249 mspf 409 rendered frames

shader 17 ( Fur Shader With Anisotropic Lighting): 15 fps 68.4931 mspf 73 rendered frames

shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 112 fps 8.9127 mspf 561 rendered frames

shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 28 fps 35.3763 mspf 142 rendered frames

shader 20 ( High Dynamic Range Shader (cross blur)): 46 fps 21.6788 mspf 231 rendered frames

shader 21 ( High Dynamic Range Shader (gaussian blur)): 49 fps 20.3252 mspf 246 rendered frames

shader 22 ( Per Pixel Edge Detection And Hatching Shader): 39 fps 25.9067 mspf 193 rendered frames

shader 23 ( Per Pixel Water Colour Shader): 54 fps 18.5874 mspf 269 rendered frames

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non il donne un score par shader ...

mais ce bench est pas top .... c'est uniquement sur les pixel shaders, la scene est fixe ya pas de musique, bref en s'emmerde et c'est même pas beau ... ça va juste servir a coller des mauvais scores a nvidia, c'est même pas un moteur de jeu alors ça sert a rien qu'il sortent des drivers optimizés ...

en plus c'est un shareware ...

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C'est aujourd'hui que la nouvelle version du benchmark ShaderMark sort, maintenant en version 2.0. Ce qui rend ShaderMark 2.0 assez unique est le fait que ce soit un benchmark utilisant uniquement le DX9 HLSL contrairement aux autres benchmarks et qu'il mesure les performances de la carte sur les pixel shaders.

Télécharger le bench (38 Mo) : http://www.shadermark.com/shadermark_install.exe

pic_16.jpgpic_9.jpg

Qui a la plus grosse?

à gauche c'est nVidia et à droite c'est ATI ... c'est facile à reconnaitre :craint: à droite l'image est pas buggée !

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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 179306496

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): 163 fps 6.1333 mspf 816 rendered frames

shader 3 ( Per Pixel Directional Light Shader (Phong)): 121 fps 8.2969 mspf 603 rendered frames

shader 4 ( Per Pixel Point Light Shader (Phong)): 122 fps 8.1997 mspf 610 rendered frames

shader 5 ( Per Pixel Spot Light Shader (Phong)): 99 fps 10.0714 mspf 497 rendered frames

shader 6 ( Per Pixel Anisotropic Lighting): 125 fps 8.0232 mspf 624 rendered frames

shader 7 ( Per Pixel Fresnel Reflections): 108 fps 9.2223 mspf 543 rendered frames

shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 73 fps 13.6682 mspf 366 rendered frames

shader 9 ( Per Pixel Car Surface Shader): 79 fps 12.6928 mspf 394 rendered frames

shader 10 ( Per Pixel Environment Mapping): 157 fps 6.3509 mspf 788 rendered frames

shader 11 ( Per Pixel Environment Bump Mapping): 104 fps 9.5995 mspf 521 rendered frames

shader 12 ( Per Pixel Bump Mapping): 105 fps 9.5679 mspf 523 rendered frames

shader 13 ( Per Pixel Shadowed Bump Mapping): 23 fps 42.8154 mspf 117 rendered frames

shader 14 ( Per Pixel Veined Marble Shader): 2 fps 428.3244 mspf 12 rendered frames

shader 15 ( Per Pixel Wood Shader): 24 fps 41.6748 mspf 120 rendered frames

shader 16 ( Per Pixel Tile Shader): 57 fps 17.6847 mspf 283 rendered frames

shader 17 ( Fur Shader With Anisotropic Lighting): 7 fps 145.8740 mspf 35 rendered frames

shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 60 fps 16.5383 mspf 303 rendered frames

shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 20 fps 49.3236 mspf 102 rendered frames

shader 20 ( High Dynamic Range Shader (cross blur)): 28 fps 35.5805 mspf 141 rendered frames

shader 21 ( High Dynamic Range Shader (gaussian blur)): 30 fps 33.8193 mspf 148 rendered frames

shader 22 ( Per Pixel Edge Detection And Hatching Shader): 30 fps 32.9542 mspf 152 rendered frames

shader 23 ( Per Pixel Water Colour Shader): 35 fps 28.4230 mspf 176 rendered frames

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