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yonoko
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加入日期: Mar 2000
您的住址: 竹科之中很操的地方
文章: 2,496
引用:
Originally posted by GPF
心得感想:
1.非常陽春的benchmark,連分析/比較的介面都沒有。
最後測試的結果只是輸出到一個純文字檔。
2.畫面...嗯..實在不怎麼樣,充其量只能宣稱"我有用到DX9 & PS 2.0!"
3.竟然還要賣錢!
不曉得註冊後畫面有沒有比較好...
4.裡面有個"Anti-Detector Mode",據說可以亂數插入"nop" instructions,避免作弊。
不曉得能不能防得了某家鬼公司就是了...


真是爛...
剛剛才砍了
     
      
舊 2003-09-29, 11:08 PM #11
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yonoko離線中  
晶片組
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怎麼不能測?
要設定什麼東西嗎?按下run後就出現一排紅字..........
 
舊 2003-09-29, 11:09 PM #12
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晶片組離線中  
GPF
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加入日期: Nov 2001
文章: 1,397
引用:
Originally posted by 晶片組
怎麼不能測?
要設定什麼東西嗎?按下run後就出現一排紅字..........


按"P"進入benchmark mode。

夠爛吧!
舊 2003-09-29, 11:10 PM #13
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GPF離線中  
leader0419
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速度太慢......懶的抓了......

不過還是感謝啦........^^"

引用:
Originally posted by GPF
按"P"進入benchmark mode。

夠爛吧!
舊 2003-09-29, 11:18 PM #14
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leader0419離線中  
chun
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加入日期: Nov 2001
文章: 237
測試結果:
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 SE (DNA 1.6.3.7) (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 7.9412 mspf 630 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 87 fps 11.4378 mspf 438 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 89 fps 11.2579 mspf 445 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 71 fps 14.0641 mspf 356 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 92 fps 10.8118 mspf 463 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 80 fps 12.4475 mspf 402 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 68 fps 14.7810 mspf 339 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 62 fps 16.1479 mspf 310 rendered frames
shader 10 ( Per Pixel Environment Mapping): 129 fps 7.7595 mspf 645 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 111 fps 8.9907 mspf 557 rendered frames
shader 12 ( Per Pixel Bump Mapping): 76 fps 13.1146 mspf 382 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 41 fps 24.3761 mspf 206 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 42 fps 23.9608 mspf 209 rendered frames
shader 15 ( Per Pixel Wood Shader): 66 fps 15.1293 mspf 331 rendered frames
shader 16 ( Per Pixel Tile Shader): 41 fps 24.2254 mspf 207 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 7 fps 139.0245 mspf 36 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 54 fps 18.3544 mspf 273 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 14 fps 70.1091 mspf 72 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 29 fps 34.4606 mspf 146 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 32 fps 31.2866 mspf 160 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 19 fps 52.3885 mspf 96 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 33 fps 30.0688 mspf 167 rendered frames
__________________
舊 2003-09-29, 11:24 PM #15
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chun離線中  
宗毛
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您的住址: 台北市
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借貼一個在gzeasy看到的FX測試成績,
(我自己還在用9700p,晚點才會換上FX5900SE)
由於driver尚未支援FP RTF,有幾個測試無法完成,
其中包括上次HL2 bink video展示的high dynamic range...
引用:
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 55574528
HAL (pure hw vp): NVIDIA GeForce FX 5600 (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): 25 fps 39.4290 mspf 127 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 19 fps 53.1379 mspf 95 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 15 fps 68.4637 mspf 74 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 18 fps 55.4038 mspf 91 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 14 fps 72.2835 mspf 70 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 8 fps 127.9366 mspf 40 rendered frames
shader 10 ( Per Pixel Environment Mapping): 28 fps 36.3155 mspf 138 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 25 fps 39.4643 mspf 127 rendered frames
shader 12 ( Per Pixel Bump Mapping): 14 fps 70.7079 mspf 71 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 8 fps 125.0290 mspf 41 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 10 fps 99.1247 mspf 51 rendered frames
shader 15 ( Per Pixel Wood Shader): 14 fps 71.1365 mspf 71 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 2 fps 522.4487 mspf 10 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 3 fps 296.7350 mspf 17 rendered frames
舊 2003-09-29, 11:37 PM #16
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宗毛離線中  
shicha
Master Member
 

加入日期: Mar 2003
文章: 2,081
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 137363456
HAL (pure hw vp): RADEON 9700 (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):; 171;fps; 5;mspf; 854;rendered frames
shader 3 (Per Pixel Directional Light Shader (Phong)):; 117;fps; 8;mspf; 588;rendered frames
shader 4 (Per Pixel Point Light Shader (Phong)):; 120;fps; 8;mspf; 599;rendered frames
shader 5 (Per Pixel Spot Light Shader (Phong)):; 96;fps; 10;mspf; 478;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting):; 125;fps; 8;mspf; 625;rendered frames
shader 7 (Per Pixel Fresnel Reflections):; 108;fps; 9;mspf; 542;rendered frames
shader 8 (Per Pixel BRDF-Phong/Anisotropic Lighting):; 94;fps; 10;mspf; 470;rendered frames
shader 9 (Per Pixel Car Surface Shader):; 85;fps; 11;mspf; 426;rendered frames
shader 10 (Per Pixel Environment Mapping):; 174;fps; 5;mspf; 873;rendered frames
shader 11 (Per Pixel Environment Bump Mapping):; 152;fps; 6;mspf; 760;rendered frames
shader 12 (Per Pixel Bump Mapping):; 102;fps; 9;mspf; 513;rendered frames
shader 13 (Per Pixel Shadowed Bump Mapping):; 67;fps; 14;mspf; 335;rendered frames
shader 14 (Per Pixel Veined Marble Shader):; 68;fps; 14;mspf; 343;rendered frames
shader 15 (Per Pixel Wood Shader):; 94;fps; 10;mspf; 468;rendered frames
shader 16 (Per Pixel Tile Shader):; 56;fps; 17;mspf; 279;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):; 76;fps; 13;mspf; 379;rendered frames
shader 19 (Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):; 20;fps; 49;mspf; 102;rendered frames
shader 20 (High Dynamic Range Shader (cross blur)):; 36;fps; 27;mspf; 182;rendered frames
shader 21 (High Dynamic Range Shader (gaussian blur)):; 39;fps; 25;mspf; 196;rendered frames
shader 22 (Per Pixel Edge Detection And Hatching Shader):; 26;fps; 37;mspf; 132;rendered frames
shader 23 (Per Pixel Water Colour Shader):; 40;fps; 25;mspf; 199;rendered frames
舊 2003-09-30, 12:20 AM #17
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shicha離線中  
宗毛
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一個beyond3d的測試,雖然不是同一平台,
不過可以參考一下「52.1」和51.75的效能進步
但是和9800pro似乎仍然存在相當大的落差(5900ULTRA)

http://www.beyond3d.com/forum/viewtopic.ph...er=asc&start=60



引用:
NOTE: These are full precision results. 51.75 and 52.1 are from tEd, 45.33 from ballero, 9800 Pro from xtreme2k.

It looks like the 51.75 only improved test 7, while slowing down test 12. 52.1, on the other hand, has improvements across the board. Still very far from the 9800 PRO's speeds, at least in full precision.

此文章於 2003-09-30 09:12 AM 被 宗毛 編輯.
舊 2003-09-30, 09:05 AM #18
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宗毛離線中  
chlang
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加入日期: Dec 2001
文章: 1,747
引用:
Originally posted by 宗毛
一個beyond3d的測試,雖然不是同一平台,
不過可以參考一下「52.1」和51.75的效能進步
但是和9800pro似乎仍然存在相當大的落差(5900ULTRA)




1. 畫面不佳... (可能測試的很真實, 但是包裝的太爛了)
2. 沒有簡明易用的 Score (很多使用者都會說, 分數呢 ?)
3. 把 nVidia 打的一無是處 (接下來的 nVidia 抹黑大概就會讓他死掉了)

站在技術的觀點, 可能有所進步 (Random instructment)... 但是站在 "是否可以成為大眾普遍接受的 benchmark" 來看....
舊 2003-09-30, 10:16 AM #19
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chlang離線中  
宗毛
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加入日期: Mar 2002
您的住址: 台北市
文章: 4,505
引用:
Originally posted by chlang
1. 畫面不佳... (可能測試的很真實, 但是包裝的太爛了)
2. 沒有簡明易用的 Score (很多使用者都會說, 分數呢 ?)
3. 把 nVidia 打的一無是處 (接下來的 nVidia 抹黑大概就會讓他死掉了)

站在技術的觀點, 可能有所進步 (Random instructment)... 但是站在 "是否可以成為大眾普遍接受的 benchmark" 來看....


嗯,我記得有一個在繪圖界非常有指標性意義的Viewperf不也是如此?
和其他dx9 bmark有別的是,SM2.0每一個測試都有對應的技術,
還是一般人就是習慣看合成性的分數呢?

--

本來今天應該要有HL2 bmark的...
舊 2003-09-30, 10:33 AM #20
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宗毛離線中  


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