ATI Radeon 9800 XT review

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Page 16 - ShaderMark 2.0

shadermark.jpgShaderMark 2.0DirectX 9 Pixel and Vertex Shader 2.0 performance

To measure pure DirectX 9 Shader 2.0 performance we make use of ShaderMark 2.0 as supplied to us by Thomas Bruckschlegel, the programmer of thius software. ShaderMark 2.0 is a DirectX 9.0 pixel shader benchmark. All pixel and vertex shader code is written in Microsofts High Level Shading Language. ShaderMark provides the possibility to use different compiler targets + advanced options. Currently there is no DirectX 9.0 HLSL pixel shader benchmark on the market. Futuremark's 3DMark03 (www.futuremark.com) and Massive's AquaMark 3.0 (www.aquamark.com) are bases on hand written assembler shaders or partly HLSL shaders. HLSL is the future of shader development! The HLSL shader compiler and its different profiles have to be tested and this gap fills ShaderMark v2.0. Driver cheating is also an issue. With ShaderMark, it is easily possible to change the underlying HLSL shader code (registered version only) which makes it impossible to optimize a driver for a certain shader, instead of the whole shader pipeline. The ANTI-DETECT-MODE provides and easy way for non-HLSL programmers to test if special optimisations are in the drivers.

You can download ShaderMark here.

The software tests the following Shader techniques:

Shaders

  • (shader 1) ps1.1, ps1.4 and ps2.0 precision test (exponent + mantissa bits)
  • (shader 2) directional diffuse lightning
  • (shader 3) directional phong lightning
  • (shader 4) point phong lightning
  • (shader 5) spot phong lightning
  • (shader 6) directional anisotropic lighting
  • (shader 7) fresnel reflections
  • (shader 8) BRDF-phong/anisotropic lighting
  • (shader 9) car paint shader (multiple layers)
  • (shader 10) environment mapping
  • (shader 11) bump environment mapping
  • (shader 12) bump mapping with phong lighting
  • (shader 13) self shadowing bump mapping with phong lighting
  • (shader 14) procedural stone shader
  • (shader 15) procedural wood shader
  • (shader 16) procedural tile shader
  • (shader 17) fur shader (shells+fins)
  • (shader 18) refraction and reflection shader with phong lighting
  • (shader 19) dual layer shadow map with 3x3 bilinear percentage closer filter
  • glare effect shader with ghosting and blue shift (HDR)
    • glare types: (shader 20) cross and (shader 21) gaussian
  • non photorealistic rendering (NPR) 2 different shaders
    • (shader 22) ollutline rendering + hatching
      • two simultaneous render targets (edge detection through normals + tex ID and regular image) or two pass version
      • per pixel hatching with 6 hatching textures
    • (shader 23) water colour like rendering
      • summed area tables (SAT)
ShaderMark 2.0 5700U 5900 5950U 9800 Pro 9800 XTShader 1 0 0 0 0 0Shader 2 67 117 140 232 253Shader 3 44 75 90 160 174Shader 4 0 0 0 163 177Shader 5 38 65 77 130 142Shader 6 42 72 87 170 185Shader 7 39 68 81 147 161Shader 8 0 0 0 127 138Shader 9 19 34 40 116 126Shader 10 83 145 173 238 259Shader 11 68 116 139 206 225Shader 12 35 60 72 139 152Shader 13 21 35 42 87 95Shader 14 27 46 56 86 94Shader 15 26 45 54 125 135Shader 16 21 36 42 76 82Shader 17 3 5 6 13 15Shader 18 13 26 32 105 114Shader 19 0 0 0 27 30Shader 20 0 0 0 50 62Shader 21 0 0 0 54 67Shader 22 0 0 0 36 39Shader 23 0 0 0 52 56

Basically due to the fact of the bad DirectX 9 shader performance in the GeForce FX series I decided to include ShaderMark results a while ago. I can't be a surprise that the 9800 XT owns anything you throw at it. NVIDIA right now is using mixed/partial precision to boost up it's numbers. What you see here are the results for full precision only.

Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the PC. And with DirectX, programmers have access to an assembly language interface to the transformation and lighting hardware (vertex shaders) and the pixel pipeline (pixel shaders).

All real-time 3D graphics are built from component triangles. Each of the three vertices of every triangle contains information about its position, color, lighting, texture, and other parameters. This information is used to construct the scene. The lighting effects used in 3D graphics have a large effect on the quality, realism, and complexity of the graphics, and the amount of computing power used to produce them. It is possible to generate lighting effects in a dynamic, as-you-watch manner.

shadermark2.jpg

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