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View Full Version : Shadermark 2.1


MaBru
11-09-2004, 23:37
Overview

ShaderMark 2.1 is a DirectX 9.0 pixel shader benchmark. All pixel and vertex shader code is written in Microsoft’s High Level Shading Language. ShaderMark provides the possibility to use different compiler targets and advanced options. It also features a picture quality comparison based on mean square error (MSE) values.


Motivation

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 v2.1. Driver cheating is also an issue. With ShaderMark, it is easily possible to change the underlying HLSL shader code which makes it impossible to “optimize” a driver for a certain shader, instead of the whole shader pipeline. ShaderMark v2.1 is also the first pixel shader benchmark, which measures the performance of the new shader model 3.0.


IMPORTANT - Driver & GPU requirements

* The minimum system spec. is a shader model 2_0 card with DirectX 9.0c installed!
* ATi: You need the latest Catalyst 4.9 in order to run ShaderMark v2.1 - the Shadow Mapping (shader 20) and Bump Mapping (shader 19) issues will be fixed in one of the next Catalyst Releases!!!
* NVIDIA: Please use the latest 66.31 Driver from Station-Drivers, the 61.77 won't work!!!


What's new or changed in v2.1?

* it's now free for all, no limited shareware version anymore
* reduced cpu + driver overhead through redundant render state filtering
* GPU performance optimized resource allocation
* support for shader model 2_b and 3_0
* nearly all shaders undergone changes and fixes
* testing of >2_0 shaders
* dynamic pixel shader flow control testing
* floating point texture filtering performance testing
* multiple render target performance testing
* multiple shader test
* mean square error (MSE) calculation in the image quality test - hardware rasterizer vs. Microsoft reference rasterizer.

http://www.shadermark.de/start.html

DOWNLOAD: 71mb

http://downloads.guru3d.com/downloadget.php?id=864&file=4&evp=05e4829d6a0696c7c0236e77b646b432
http://www.3dcht4u.de/3dc/kfd53t5fes8z/shadermark.zip
http://www.madeinsoftware.it/openlab/Benchmark/schedevideo/shadermark_install21.exe

Thunder82
12-09-2004, 00:36
C'è scritto che ci vogliono i cata 4.9 ma io l'ho fatto lo stesso coi 4.8... anche se mi salta 4 test probabilmente appunto per via dei drivers.

Cmq ecco i miei result :)


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 113246208
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): 300 fps 3.3324 mspf 1501 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_0): 213 fps 4.6985 mspf 1065 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_0): 213 fps 4.7029 mspf 1064 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_0): 175 fps 5.7210 mspf 875 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_0): 213 fps 4.7055 mspf 1063 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_0): 196 fps 5.1008 mspf 981 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_0): 143 fps 6.9817 mspf 717 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_0): 471 fps 2.1231 mspf 2356 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_0): 382 fps 2.6147 mspf 1913 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_0): 213 fps 4.6967 mspf 1065 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_0): 142 fps 7.0280 mspf 712 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_0): 140 fps 7.1253 mspf 702 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_0): 125 fps 8.0031 mspf 625 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_0): 85 fps 11.8155 mspf 424 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_0): 127 fps 7.8554 mspf 637 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_0): 137 fps 7.3021 mspf 685 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_0): 12 fps 82.4795 mspf 61 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_2_0): 53 fps 18.7778 mspf 267 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): 63 fps 15.9360 mspf 314 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): 33 fps 30.1558 mspf 166 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_0): 33 fps 29.9518 mspf 167 rendered frames

vegeta88
12-09-2004, 08:10
Ragazzi l'ho scaricato ma con i 61.76 non parte il benchmark.
Sto scaricando i 66.31.
Ciao

vegeta88
12-09-2004, 10:20
Anche con i 66.31 quando digito P per il Benchmark mi da
Warming Chaces e subito dopo esce dall'applicazione mah....
Ciao:) :)

Yamcha79
12-09-2004, 11:15
Ecco i miei risultati con config in signature e Forceware 66.31:

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 132120576
HAL (pure hw vp): NVIDIA GeForce 6800 (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): 601 fps 1.6638 mspf 3006 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_3_0): 506 fps 1.9748 mspf 2532 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_3_0): 506 fps 1.9753 mspf 2532 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_3_0): 450 fps 2.2210 mspf 2252 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_3_0): 480 fps 2.0835 mspf 2400 rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_3_0): 256 fps 3.9086 mspf 1280 rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_3_0): 187 fps 5.3358 mspf 938 rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_3_0): 329 fps 3.0357 mspf 1648 rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_3_0): 283 fps 3.5302 mspf 1417 rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_3_0): 479 fps 2.0859 mspf 2398 rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_3_0): 327 fps 3.0568 mspf 1636 rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_3_0): 275 fps 3.6342 mspf 1376 rendered frames
shader 14 ( Per Pixel Wood Shader - ps_3_0): 325 fps 3.0777 mspf 1625 rendered frames
shader 15 ( Per Pixel Tile Shader - ps_3_0): 244 fps 4.0995 mspf 1220 rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_3_0): 135 fps 7.4311 mspf 673 rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_3_0): 213 fps 4.6875 mspf 1067 rendered frames

performance impact of heavy alpha blending

shader 18 ( Fur Shader With Anisotropic Lighting - ps_3_0): 41 fps 24.5207 mspf 204 rendered frames

performance impact of multiple shaders switches

shader 19 ( Combination Effect - ps_3_0): 114 fps 8.7394 mspf 573 rendered frames

performance impact of dynamic flow control

shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_3_0): 37 fps 26.7089 mspf 188 rendered frames
shader 21 ( Dual Layer 8x8 PCF Shadow Mapping with Flow Control - ps_3_0): 58 fps 17.3079 mspf 289 rendered frames

performance impact of floating point filtering

shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_3_0): 83 fps 12.1120 mspf 413 rendered frames
shader 23 ( High Dynamic Range Shader - high quality with fp filtering - ps_3_0): 91 fps 11.0122 mspf 455 rendered frames
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_3_0): 59 fps 16.8449 mspf 297 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): 71 fps 14.0672 mspf 356 rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_3_0): 69 fps 14.4360 mspf 347 rendered frames