Quem tera vantagem no 3dmark 05 ???

Llolol DJ PAPA no seu melhor ehehe... :D vamos esperar pra ver esses scores, pelo q tenho visto XT PE tem ownado Ahahaha !!! Ate ver....
Tou ansioso pra testar este 3dmark é mt mais system biased :004: :004:
 
Pelos fps k tenho visto nos benchs isso deve dar 1s kts breaks não?
Alg k benche de 6800 pa vermos a diferença!

Isso de fx53 deve dar 1 score porreiro dinossauro :D
 
DJ_PAPA disse:
É impressao minha ou a 9600XT dá na pá a FX5950 ultra :D lol

So falta disseres que acreditas mesmo que uma 9600XT é mais rapida que uma FX5950... (em uso real)

Algo me diz que temos entre mãos mais outro "benchmark" inutil...
 
Este benchmark parece ter umas novidades interessantes. O mais interessante é mesmo isto:

Shaders.......
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.

.........e Shadows
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.

Provavelmente muita da discussão vai passar por aqui.
Para quem já experimentou, dá para escolher estes profiles?
 
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