And here's some results using the beta 51.75 drivers (same clock speed)... honestly, I couldn't see any difference in image quality... but then again, what I can see at normal resolution, and what can be seen with the image blown up 1000% are two different things
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 58720256
HAL (pure hw vp): NVIDIA GeForce FX 5900 (Anti-Detect-Mode: on, gamma correction: DAC)
options
pixel shader version: 2_0
partial precision: off
number of render targets: 1
results:
shader 2 ( Per Pixel Diffuse Lighting):
156 fps 6.4288 mspf 778 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)):
99 fps 10.1421 mspf 493 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)):
85 fps 11.7477 mspf 426 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting):
99 fps 10.1222 mspf 494 rendered frames
shader 7 ( Per Pixel Fresnel Reflections):
90 fps 11.1154 mspf 450 rendered frames
shader 9 ( Per Pixel Car Surface Shader):
44 fps 22.5460 mspf 222 rendered frames
shader 10 ( Per Pixel Environment Mapping):
191 fps 5.2414 mspf 954 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping):
151 fps 6.6020 mspf 758 rendered frames
shader 12 ( Per Pixel Bump Mapping):
79 fps 12.6497 mspf 396 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping):
46 fps 21.8164 mspf 230 rendered frames
shader 14 ( Per Pixel Veined Marble Shader):
61 fps 16.4579 mspf 304 rendered frames
shader 15 ( Per Pixel Wood Shader):
59 fps 16.9693 mspf 295 rendered frames
shader 16 ( Per Pixel Tile Shader):
41 fps 24.1618 mspf 207 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting):
7 fps 147.3336 mspf 35 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting):
35 fps 28.7382 mspf 174 rendered frames
Average = 83 fps