MJRL disse:
Rudzer disse:Houston we may have some cheating *cough* i mean very wierdly optimized drivers...tskk tskkk :
http://www.computerbase.de/artikel/software/2004/3dmark05_der_performance-report/9/
Não percam os proximos episódios que nos tb não lol
Punkas disse:Ate podia ser 1500000000000, sem drivers certificados isso eh = a shit
Rudzer disse:Isso é uma piada certo?
Nemesis11 Ainda não li a review disse:No 2k3 sem duvida , smp axei o 2k1 mt mais fiável em termos do "conjunto geral da mákina" !
Cumps
Vortan!
DJ_PAPA disse:É impressao minha ou a 9600XT dá na pá a FX5950 ultra lol
VoRtAn_MaDgE disse:Nemesis11 Ainda não li a review disse:lol? Não tas por dentro! Sabes quanto da uma 9600XT e uma 5950Ultra?
Madril disse:Já pedi ao responsavel para colocar isto na war-zone.
3DMark05's new shader engine works something like this. The application detects the hardware, chooses the most applicable set of shader profiles for the vertex and pixel shader, has the CPU get the shaders ready for execution, then runs them on the hardware using the art and geometry assets for each game test, rendering the scenes.
The shaders are dynamically constructed according to the compiler profile being used, from what can reasonably be called micro-shaders, that get grouped together to form full shader programs. Think about how a CPU processes instructions. Most instructions are made up from smaller component parts called micro-ops, that get grouped together to perform one instruction. Read from a certain memory location, write a register, etc. A similar thing happens with GPU shaders. Read from a texture, write to a GPU register, etc.
Futuremark see most new games engines building their shaders this way, if they aren't doing so already. Pick from a library of building blocks to construct your shaders, piece them together on the CPU, fire them on the GPU for processing. If they're right, and it pretty much looks like they are, dynamic shader construction, targetting different hardware, is where game engine construction is moving to.
Futuremark has also opted to support multiple code paths for dynamic shadowing techniques, so that graphics chips with support for depth stencil textures, like NVIDIA's, can make use of that capability. The decision to use multiple code paths seems like a reasonable concession to practicality and is very similar to the sorts of methods developers have been using in real-world games. It is, however, something of a new approach for Futuremark, and should be noted. FutureMark even acknowledges that the different shadowing code paths produce some slightly different images.
The program automatically chose the most optimal compile target for each type of hardware, so everybody got to put his best foot forward.