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Discussion Starter #1 (Edited)
You can get the new shadermark 2.1 at:
http://downloads.guru3d.com/download.php?det=864

Here are mines:
Code:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 128974848
HAL (pure hw vp): NVIDIA GeForce 6800 Ultra (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 3_0

results:
shader  1 (                                           Pixel Shader Precision Test): pixel shader 1.1 full precision: s10e8
          (                                           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
          (                                           Pixel Shader Precision Test): pixel shader 3.0 full precision: s23e8
          (                                           Pixel Shader Precision Test): pixel shader 3.0 partial precision: s10e5

shader  2 (                                            Per Pixel Diffuse Lighting -   ps_3_0):	1014 fps	  0.9864 mspf	    5073 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_3_0):	 840 fps	  1.1906 mspf	    4203 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_3_0):	 840 fps	  1.1900 mspf	    4205 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_3_0):	 741 fps	  1.3488 mspf	    3710 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_3_0):	 797 fps	  1.2551 mspf	    3987 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_3_0):	 742 fps	  1.3484 mspf	    3711 rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_3_0):	 427 fps	  2.3405 mspf	    2138 rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_3_0):	1184 fps	  0.8443 mspf	    5927 rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_3_0):	 951 fps	  1.0515 mspf	    4759 rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_3_0):	 797 fps	  1.2541 mspf	    3990 rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_3_0):	 557 fps	  1.7967 mspf	    2785 rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_3_0):	 458 fps	  2.1832 mspf	    2292 rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_3_0):	 519 fps	  1.9268 mspf	    2597 rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_3_0):	 363 fps	  2.7539 mspf	    1817 rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_3_0):	 371 fps	  2.6932 mspf	    1858 rendered frames
shader 17 (                             Per Pixel BRDF-Phong/Anisotropic Lighting -   ps_3_0):	 494 fps	  2.0234 mspf	    2473 rendered frames

performance impact of heavy alpha blending

shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_3_0):	  69 fps	 14.5803 mspf	     344 rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_3_0):	 206 fps	  4.8629 mspf	    1029 rendered frames

performance impact of dynamic flow control

shader 20 (                Dual Layer 8x8 PCF Shadow Mapping without Flow Control -   ps_3_0):	  58 fps	 17.3087 mspf	     290 rendered frames
shader 21 (                   Dual Layer 8x8 PCF Shadow Mapping with Flow Control -   ps_3_0):	  93 fps	 10.7611 mspf	     465 rendered frames

performance impact of floating point filtering

shader 22 (     High Dynamic Range Shader - low quality version without filtering -   ps_3_0):	 132 fps	  7.5761 mspf	     661 rendered frames
shader 23 (            High Dynamic Range Shader - high quality with fp filtering -   ps_3_0):	 148 fps	  6.7765 mspf	     739 rendered frames
shader 24 (         High Dynamic Range Shader - high quality without fp filtering -   ps_3_0):	  87 fps	 11.4858 mspf	     436 rendered frames

performance impact of multiple render targets

shader 25 (  Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes -   ps_3_0):	 104 fps	  9.6601 mspf	     518 rendered frames
shader 26 (   Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass -   ps_3_0):	 100 fps	 10.0279 mspf	     499 rendered frames
Post em if you've got em.
 

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OOKKK....

Code:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 110100480
HAL (pure hw vp): RADEON 9600 SERIES (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

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
          (                                           Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
          (                                           Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader  2 (                                            Per Pixel Diffuse Lighting -   ps_2_0):; 172;fps;       5;mspf;     862;rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_2_0):; 122;fps;       8;mspf;     611;rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_2_0):; 122;fps;       8;mspf;     609;rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_2_0):; 100;fps;       9;mspf;     501;rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_2_0):; 122;fps;       8;mspf;     609;rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_2_0):; 112;fps;       8;mspf;     562;rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_2_0):;  73;fps;      13;mspf;     365;rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_2_0):; 255;fps;       3;mspf;    1274;rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_2_0):; 167;fps;       5;mspf;     836;rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_2_0):; 120;fps;       8;mspf;     603;rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_2_0):;  43;fps;      23;mspf;     216;rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_2_0):;  64;fps;      15;mspf;     320;rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_2_0):;  68;fps;      14;mspf;     341;rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_2_0):;  48;fps;      20;mspf;     240;rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_2_0):;  61;fps;      16;mspf;     305;rendered frames
shader 17 (                             Per Pixel BRDF-Phong/Anisotropic Lighting -   ps_2_0):;  75;fps;      13;mspf;     377;rendered frames

performance impact of heavy alpha blending

shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_2_0):;   7;fps;     141;mspf;      36;rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_2_0):;  23;fps;      43;mspf;     115;rendered frames

performance impact of dynamic flow control

shader 20 (                                                         not supported)
shader 21 (                                                         not supported)

performance impact of floating point filtering

shader 22 (     High Dynamic Range Shader - low quality version without filtering -   ps_2_0):;  36;fps;      27;mspf;     180;rendered frames
shader 23 (                                                         not supported)
shader 24 (                                                         not supported)

performance impact of multiple render targets

shader 25 (  Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes -   ps_2_0):;  20;fps;      50;mspf;      99;rendered frames
shader 26 (   Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass -   ps_2_0):;  20;fps;      51;mspf;      99;rendered frames
 

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here ya go
Code:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 114294784
HAL (pure hw vp): ALL-IN-WONDER 9600 SERIES (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

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
          (                                           Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
          (                                           Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader  2 (                                            Per Pixel Diffuse Lighting -   ps_2_0):	 217 fps	  4.6152 mspf	    1084 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_2_0):	 153 fps	  6.5544 mspf	     763 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_2_0):	 152 fps	  6.5649 mspf	     762 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_2_0):	 125 fps	  8.0199 mspf	     624 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_2_0):	 152 fps	  6.5687 mspf	     762 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_2_0):	 141 fps	  7.0970 mspf	     705 rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_2_0):	  97 fps	 10.2880 mspf	     487 rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_2_0):	 346 fps	  2.8888 mspf	    1731 rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_2_0):	 231 fps	  4.3336 mspf	    1154 rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_2_0):	 152 fps	  6.5940 mspf	     759 rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_2_0):	  59 fps	 16.9690 mspf	     295 rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_2_0):	  85 fps	 11.7313 mspf	     427 rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_2_0):	  92 fps	 10.8975 mspf	     459 rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_2_0):	  60 fps	 16.6862 mspf	     300 rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_2_0):	  81 fps	 12.4094 mspf	     403 rendered frames
shader 17 (                             Per Pixel BRDF-Phong/Anisotropic Lighting -   ps_2_0):	  98 fps	 10.2002 mspf	     491 rendered frames

performance impact of heavy alpha blending

shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_2_0):	   9 fps	115.2455 mspf	      44 rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_2_0):	  30 fps	 33.4245 mspf	     150 rendered frames

performance impact of dynamic flow control

shader 20 (                                                         not supported)
shader 21 (                                                         not supported)

performance impact of floating point filtering

shader 22 (     High Dynamic Range Shader - low quality version without filtering -   ps_2_0):	  45 fps	 22.0479 mspf	     227 rendered frames
shader 23 (                                                         not supported)
shader 24 (                                                         not supported)

performance impact of multiple render targets

shader 25 (  Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes -   ps_2_0):	  25 fps	 40.1172 mspf	     125 rendered frames
shader 26 (   Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass -   ps_2_0):	  25 fps	 39.9654 mspf	     126 rendered frames
looks alittle faster than the regular 9600
 

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Strange.... SM2.1 doesn't work for me.... installed successfully but does nothing when launched.... perhaps because a no US version of XP.
 

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7,330 Posts
It doesn't launch for me either Chp, and I have a US version of WinXP. Possibly the 4.9 Cats?
 

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Hey not bad ^^ not bad at all
Code:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 111149056
HAL (pure hw vp): HERCULES 3D PROPHET 9800 XT Classic 256MB (Anti-Detect-Mode: off, gamma correction: DAC)



options

pixel shader version: Pixel Shader 2_0

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
          (                                           Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
          (                                           Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0

shader  2 (                                            Per Pixel Diffuse Lighting -   ps_2_0):	 444 fps	  2.2540 mspf	    2220 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong) -   ps_2_0):	 309 fps	  3.2325 mspf	    1548 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong) -   ps_2_0):	 311 fps	  3.2117 mspf	    1558 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong) -   ps_2_0):	 255 fps	  3.9216 mspf	    1276 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting -   ps_2_0):	 312 fps	  3.2056 mspf	    1561 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections -   ps_2_0):	 289 fps	  3.4653 mspf	    1444 rendered frames
shader  8 (                                          Per Pixel Car Surface Shader -   ps_2_0):	 200 fps	  5.0028 mspf	    1001 rendered frames
shader  9 (                                         Per Pixel Environment Mapping -   ps_2_0):	 649 fps	  1.5406 mspf	    3248 rendered frames
shader 10 (                                    Per Pixel Environment Bump Mapping -   ps_2_0):	 441 fps	  2.2693 mspf	    2205 rendered frames
shader 11 (                                                Per Pixel Bump Mapping -   ps_2_0):	 310 fps	  3.2262 mspf	    1551 rendered frames
shader 12 (                                       Per Pixel Shadowed Bump Mapping -   ps_2_0):	 110 fps	  9.0792 mspf	     552 rendered frames
shader 13 (                                        Per Pixel Veined Marble Shader -   ps_2_0):	 173 fps	  5.7894 mspf	     865 rendered frames
shader 14 (                                                 Per Pixel Wood Shader -   ps_2_0):	 210 fps	  4.7656 mspf	    1050 rendered frames
shader 15 (                                                 Per Pixel Tile Shader -   ps_2_0):	 122 fps	  8.2301 mspf	     608 rendered frames
shader 16 (        Per Pixel Refraction and Reflection Shader with Phong Lighting -   ps_2_0):	 162 fps	  6.1597 mspf	     813 rendered frames
shader 17 (                             Per Pixel BRDF-Phong/Anisotropic Lighting -   ps_2_0):	 199 fps	  5.0240 mspf	     996 rendered frames

performance impact of heavy alpha blending

shader 18 (                                  Fur Shader With Anisotropic Lighting -   ps_2_0):	  18 fps	 56.0330 mspf	      90 rendered frames

performance impact of multiple shaders switches

shader 19 (                                                    Combination Effect -   ps_2_0):	  69 fps	 14.4622 mspf	     346 rendered frames

performance impact of dynamic flow control

shader 20 (                                                         not supported)
shader 21 (                                                         not supported)

performance impact of floating point filtering

shader 22 (     High Dynamic Range Shader - low quality version without filtering -   ps_2_0):	  91 fps	 10.9495 mspf	     457 rendered frames
shader 23 (                                                         not supported)
shader 24 (                                                         not supported)

performance impact of multiple render targets

shader 25 (  Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes -   ps_2_0):	  50 fps	 20.0469 mspf	     250 rendered frames
shader 26 (   Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass -   ps_2_0):	  51 fps	 19.6075 mspf	     256 rendered frames
Btw i was running some stuff in the background that i can't cancel now. so ill run again maybe tomorow!
 
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