Tommti Systems Shadermark 2.0

Sazar

Rest In Peace
Joined
12 Apr 2002
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From the Shadermark website:

ShaderMark 2.0 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 + 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.

homepage == http://www.shadermark.de/start.html
download mirrors == scroll to bottom of the page

Please refer to the guidelines before posting. Thank you.

-edit-

When posting PLEASE post using the code tags. This works the same as img tags or url tags, just enclose code in square brackets (i.e. [...] ) and thats it. You don't have to do any formatting then.

To post scores from the Shadermark v2.0 test, cut and paste the score from the txt file and enclose it in the aforementioned code tags. Thank you.
 
Code:
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems ([url]http://www.tommti-systems.com[/url])

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 137363456
HAL (pure hw vp): RADEON 9700 PRO (Anti-Detect-Mode: on, 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):; 228;fps;       4;mspf;    1140;rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):; 169;fps;       5;mspf;     847;rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):; 153;fps;       6;mspf;     768;rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):; 132;fps;       7;mspf;     661;rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):; 169;fps;       5;mspf;     846;rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):; 147;fps;       6;mspf;     734;rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):; 124;fps;       8;mspf;     623;rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):; 108;fps;       9;mspf;     541;rendered frames
shader 10 (                                         Per Pixel Environment Mapping):; 251;fps;       3;mspf;    1258;rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):; 213;fps;       4;mspf;    1064;rendered frames
shader 12 (                                                Per Pixel Bump Mapping):; 140;fps;       7;mspf;     702;rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):; 120;fps;       8;mspf;     599;rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):; 105;fps;       9;mspf;     525;rendered frames
shader 15 (                                                 Per Pixel Wood Shader):; 124;fps;       8;mspf;     622;rendered frames
shader 16 (                                                 Per Pixel Tile Shader):;  69;fps;      14;mspf;     347;rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):;  13;fps;      77;mspf;      65;rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):; 103;fps;       9;mspf;     517;rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):;  24;fps;      41;mspf;     122;rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):;  51;fps;      19;mspf;     258;rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):;  56;fps;      17;mspf;     282;rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):;  33;fps;      30;mspf;     163;rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):;  47;fps;      21;mspf;     237;rendered frames
 
Code:
ShaderMark v2.0 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems ([url]http://www.tommti-systems.com[/url])

video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 137363456
HAL (pure hw vp): RADEON 9800 PRO (Anti-Detect-Mode: on, 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):	 265 fps	  3.7774 mspf	    1324 rendered frames
shader  3 (                            Per Pixel Directional Light Shader (Phong)):	 197 fps	  5.0778 mspf	     985 rendered frames
shader  4 (                                  Per Pixel Point Light Shader (Phong)):	 179 fps	  5.5948 mspf	     894 rendered frames
shader  5 (                                   Per Pixel Spot Light Shader (Phong)):	 154 fps	  6.5046 mspf	     769 rendered frames
shader  6 (                                        Per Pixel Anisotropic Lighting):	 197 fps	  5.0853 mspf	     984 rendered frames
shader  7 (                                         Per Pixel Fresnel Reflections):	 171 fps	  5.8592 mspf	     854 rendered frames
shader  8 (                             Per Pixel BRDF-Phong/Anisotropic Lighting):	 141 fps	  7.0725 mspf	     707 rendered frames
shader  9 (                                          Per Pixel Car Surface Shader):	 125 fps	  7.9898 mspf	     626 rendered frames
shader 10 (                                         Per Pixel Environment Mapping):	 293 fps	  3.4166 mspf	    1464 rendered frames
shader 11 (                                    Per Pixel Environment Bump Mapping):	 245 fps	  4.0897 mspf	    1223 rendered frames
shader 12 (                                                Per Pixel Bump Mapping):	 163 fps	  6.1219 mspf	     817 rendered frames
shader 13 (                                       Per Pixel Shadowed Bump Mapping):	  91 fps	 10.9948 mspf	     455 rendered frames
shader 14 (                                        Per Pixel Veined Marble Shader):	  92 fps	 10.9022 mspf	     459 rendered frames
shader 15 (                                                 Per Pixel Wood Shader):	 132 fps	  7.5816 mspf	     660 rendered frames
shader 16 (                                                 Per Pixel Tile Shader):	  80 fps	 12.4274 mspf	     403 rendered frames
shader 17 (                                  Fur Shader With Anisotropic Lighting):	  15 fps	 67.7672 mspf	      74 rendered frames
shader 18 (        Per Pixel Refraction and Reflection Shader with Phong Lighting):	 120 fps	  8.3075 mspf	     602 rendered frames
shader 19 (  Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter):	  28 fps	 35.7112 mspf	     141 rendered frames
shader 20 (                                High Dynamic Range Shader (cross blur)):	  41 fps	 24.2769 mspf	     206 rendered frames
shader 21 (                             High Dynamic Range Shader (gaussian blur)):	  44 fps	 22.8227 mspf	     220 rendered frames
shader 22 (                          Per Pixel Edge Detection And Hatching Shader):	  37 fps	 27.3774 mspf	     183 rendered frames
shader 23 (                                         Per Pixel Water Colour Shader):	  55 fps	 18.3152 mspf	     273 rendered frames
 

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Also Hi EP and people. I found this place again while looking through a oooollllllldddd backup. I have filled over 10TB and was looking at my collection of antiques. Any bids on the 500Mhz Win 95 fix?
Any of the SP crew still out there?
Xie wrote on Electronic Punk's profile.
Impressed you have kept this alive this long EP! So many sites have come and gone. :(

Just did some crude math and I apparently joined almost 18yrs ago, how is that possible???
hello peeps... is been some time since i last came here.
Electronic Punk wrote on Sazar's profile.
Rest in peace my friend, been trying to find you and finally did in the worst way imaginable.

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