Any word if the HL2 benchmark is being released for public use on the 30th? Has anyone tried the new shadermark 2.0?

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DAPUNISHER

Super Moderator CPU Forum Mod and Elite Member
Super Moderator
Aug 22, 2001
32,033
32,509
146
I was using the WHQL version. Anywho, 1 pass each with 51.75's gave 53.2 fps stock and 54.6 fps O/C. Seems they helped slightly added test 16 as stated and made a slight difference in favor of the overclocked settings this time.
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
This is totally off topic... but has anyone else with an FX5900 noticed that the heatsink/fan is overkill? While playing games, I hear the fan spin back down to idle like it does at the desktop... I check temps, and they're below 40... WHILE playing a game!!! They definately could have made a 1 slot design and been just fine.
 

Alkali

Senior member
Aug 14, 2002
483
0
0
..... So I take it for granted that the Source-Code leak has mullered the chance to have the HL2 Benchmark until like 2004 :(


*cries uncontrollably*
 

Ackmed

Diamond Member
Oct 1, 2003
8,499
560
126
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 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): 293 fps 3.4086 mspf 1467 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 203 fps 4.9227 mspf 1016 rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong)): 206 fps 4.8432 mspf 1033 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 166 fps 6.0402 mspf 828 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 216 fps 4.6396 mspf 1078 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 187 fps 5.3383 mspf 937 rendered frames
shader 8 ( Per Pixel BRDF-Phong/Anisotropic Lighting): 162 fps 6.1665 mspf 811 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 147 fps 6.7938 mspf 736 rendered frames
shader 10 ( Per Pixel Environment Mapping): 301 fps 3.3189 mspf 1507 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 262 fps 3.8151 mspf 1311 rendered frames
shader 12 ( Per Pixel Bump Mapping): 177 fps 5.6535 mspf 885 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 165 fps 6.0731 mspf 824 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 143 fps 6.9711 mspf 718 rendered frames
shader 15 ( Per Pixel Wood Shader): 174 fps 5.7587 mspf 869 rendered frames
shader 16 ( Per Pixel Tile Shader): 96 fps 10.3889 mspf 482 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 17 fps 58.6690 mspf 86 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 135 fps 7.4222 mspf 674 rendered frames
shader 19 ( Dual Depth Shadow Mapping With 3x3 Bilinear Percentage Closer Filter): 34 fps 29.1734 mspf 172 rendered frames
shader 20 ( High Dynamic Range Shader (cross blur)): 71 fps 14.0301 mspf 357 rendered frames
shader 21 ( High Dynamic Range Shader (gaussian blur)): 78 fps 12.8236 mspf 390 rendered frames
shader 22 ( Per Pixel Edge Detection And Hatching Shader): 47 fps 21.4959 mspf 233 rendered frames
shader 23 ( Per Pixel Water Colour Shader): 65 fps 15.4927 mspf 323 rendered frames
 

Noid

Platinum Member
Sep 20, 2000
2,390
193
106
Ackmed's numbers are more like what I expected from a 9800

What are your core and memory clock speeds?
 

1ManArmY

Golden Member
Mar 7, 2003
1,333
0
0
Yea his shader 17 is almost 3X the 5900 benches and is bout 4 FPS higher that the 9800 PRO's at stock speeds.
 

Jeff7181

Lifer
Aug 21, 2002
18,368
11
81
Detonator 52.13

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): 146 fps 6.8493 mspf 730 rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong)): 93 fps 10.7124 mspf 467 rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong)): 81 fps 12.4166 mspf 403 rendered frames
shader 6 ( Per Pixel Anisotropic Lighting): 90 fps 11.0913 mspf 451 rendered frames
shader 7 ( Per Pixel Fresnel Reflections): 84 fps 11.8820 mspf 421 rendered frames
shader 9 ( Per Pixel Car Surface Shader): 42 fps 23.8403 mspf 210 rendered frames
shader 10 ( Per Pixel Environment Mapping): 179 fps 5.5899 mspf 895 rendered frames
shader 11 ( Per Pixel Environment Bump Mapping): 144 fps 6.9582 mspf 719 rendered frames
shader 12 ( Per Pixel Bump Mapping): 75 fps 13.3659 mspf 375 rendered frames
shader 13 ( Per Pixel Shadowed Bump Mapping): 43 fps 23.0471 mspf 217 rendered frames
shader 14 ( Per Pixel Veined Marble Shader): 57 fps 17.4322 mspf 287 rendered frames
shader 15 ( Per Pixel Wood Shader): 57 fps 17.6834 mspf 283 rendered frames
shader 16 ( Per Pixel Tile Shader): 44 fps 22.6311 mspf 221 rendered frames
shader 17 ( Fur Shader With Anisotropic Lighting): 6 fps 154.0009 mspf 33 rendered frames
shader 18 ( Per Pixel Refraction and Reflection Shader with Phong Lighting): 33 fps 30.1462 mspf 166 rendered frames

Average = 78 FPS