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*停權中*
加入日期: Mar 2000 您的住址: 竹科之中很操的地方
文章: 2,496
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引用:
真是爛... 剛剛才砍了 ![]() |
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Senior Member
![]() ![]() ![]() 加入日期: Nov 2002 您的住址: 青草湖
文章: 1,322
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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.......... |
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Senior Member
![]() ![]() ![]() 加入日期: Nov 2001
文章: 1,397
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引用:
按"P"進入benchmark mode。 夠爛吧! ![]() |
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Master Member
![]() ![]() ![]() ![]() 加入日期: Apr 2003 您的住址: 沒人住的地方
文章: 1,956
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速度太慢......懶的抓了......
不過還是感謝啦........^^" 引用:
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Major Member
![]() 加入日期: Nov 2001
文章: 237
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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
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Elite Member
![]() ![]() ![]() ![]() ![]() 加入日期: Mar 2002 您的住址: 台北市
文章: 4,505
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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:
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收到…那我就不去上課了…… GeForce3新舊Driver測試(有差嗎?) 9800SE軟改簡單教學(Catalyst+RivaTuner)。私人收藏 Magnifier.tw 2003-10-26撼訊9800XT Preview2003-11-039700Pro/9800Pro/9800XT大集合! 2004-05-28ATi強力接棒者--Radeon X800Pro !2004-06-30DX9.0c帶給了GeForceFX什麼影響?(Far Cry) 2005-01-15X800XL現身─ATI中/高階新戰將!2005-02-17剪不斷、理還亂─『CPU&顯示卡』前世今生徹底解析! 2005-06-30[G70系列之1]7800GTX真的非『最高階』CPU不可嗎? more...... |
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Master Member
![]() ![]() ![]() ![]() 加入日期: Mar 2003
文章: 2,081
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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 |
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Elite Member
![]() ![]() ![]() ![]() ![]() 加入日期: Mar 2002 您的住址: 台北市
文章: 4,505
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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:
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收到…那我就不去上課了…… GeForce3新舊Driver測試(有差嗎?) 9800SE軟改簡單教學(Catalyst+RivaTuner)。私人收藏 Magnifier.tw 2003-10-26撼訊9800XT Preview2003-11-039700Pro/9800Pro/9800XT大集合! 2004-05-28ATi強力接棒者--Radeon X800Pro !2004-06-30DX9.0c帶給了GeForceFX什麼影響?(Far Cry) 2005-01-15X800XL現身─ATI中/高階新戰將!2005-02-17剪不斷、理還亂─『CPU&顯示卡』前世今生徹底解析! 2005-06-30[G70系列之1]7800GTX真的非『最高階』CPU不可嗎? more...... 此文章於 2003-09-30 09:12 AM 被 宗毛 編輯. |
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Master Member
![]() ![]() ![]() ![]() 加入日期: Dec 2001
文章: 1,747
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引用:
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.... ![]() |
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Elite Member
![]() ![]() ![]() ![]() ![]() 加入日期: Mar 2002 您的住址: 台北市
文章: 4,505
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引用:
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...
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收到…那我就不去上課了…… GeForce3新舊Driver測試(有差嗎?) 9800SE軟改簡單教學(Catalyst+RivaTuner)。私人收藏 Magnifier.tw 2003-10-26撼訊9800XT Preview2003-11-039700Pro/9800Pro/9800XT大集合! 2004-05-28ATi強力接棒者--Radeon X800Pro !2004-06-30DX9.0c帶給了GeForceFX什麼影響?(Far Cry) 2005-01-15X800XL現身─ATI中/高階新戰將!2005-02-17剪不斷、理還亂─『CPU&顯示卡』前世今生徹底解析! 2005-06-30[G70系列之1]7800GTX真的非『最高階』CPU不可嗎? more...... |
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