VoodooJack
2003-01-19, 14:31:54
@tb
Du erwähnst im Zusammenhang mit Cubic Environment Diffuse Light and Tinted Refractions einen Bug unter Cat 3.0a. Meinereiner benützt Cat 3.0a und hat diesbezüglich keinen Bug entdeckt. Frage: Wie dokumentiert sich dieser Bug?
ShaderMark v1.5 - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700/9500 SERIES
benchmark info
DX9 mip filter reflections: on
mip filter reflections: on
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
403.73 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
468.63 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
267.26 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
235.54 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
220.87 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
249.51 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
247.98 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
269.06 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
261.71 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
298.44 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
292.21 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
253.81 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
241.56 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
176.54 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
168.34 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
152.88 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
148.72 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
181.03 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
186.53 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
210.05 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
210.29 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
212.96 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
206.47 fps
shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
120.73 fps
shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
93.06 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
113.90 fps
shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
126.90 fps
Du erwähnst im Zusammenhang mit Cubic Environment Diffuse Light and Tinted Refractions einen Bug unter Cat 3.0a. Meinereiner benützt Cat 3.0a und hat diesbezüglich keinen Bug entdeckt. Frage: Wie dokumentiert sich dieser Bug?
ShaderMark v1.5 - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)
video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp): RADEON 9700/9500 SERIES
benchmark info
DX9 mip filter reflections: on
mip filter reflections: on
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
403.73 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
468.63 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
267.26 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
235.54 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
220.87 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
249.51 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
247.98 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
269.06 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
261.71 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
298.44 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
292.21 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
253.81 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
241.56 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
176.54 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
168.34 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
152.88 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
148.72 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
181.03 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
186.53 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
210.05 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
210.29 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
212.96 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
206.47 fps
shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
120.73 fps
shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
93.06 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
113.90 fps
shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
126.90 fps