| Performance Report |
| Written by Stefan |
| Tuesday, 15 July 2008 17:28 |
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Thanks to misterh, Chrome-Center is able to offer you a performance report which covers all generations of GPUs from S3 Graphics with PCI-Express interface and two products form AMD and nVidia as comparison. In it's current state the performance report covers Chrome 430 GT, Chrome S25, GammaChrome S18 Pro as well as GeForce 8400 GS and Radeon HD 3450. It should be expanded in the future - with Chrome 440 GTX and Chrome S27 for example. Please note that the benchmarks were done with Windows XP as operating system. It's very likely that the drivers for Chrome 400 Series are more powerful with Windows Vista. On the other hand you should also keep in mind that S3 Graphics states that there are not yet any driver optimizatios for older (DirectX 7) games in the drivers for Chrome 400 Series. Another important thing: This performance report should be released several weeks sooner, but I just couldn't get the time to finish it. And because I don't know how this will be in the coming days and weeks, I decided to release it now and add the missing informations and comments part by part as fast as possible. The graphs spoke for themselves. So please excuse that this article is not really finsihed, but I guess a unfinished article is better than no article at all. Test system:
Drivers:
{mospagebreak_scroll title=3DMark and Codecreatures&heading=Introduction and test settings} 3Dmark 2001 to 3DMark 06: Codecreatures: {mospagebreak_scroll title=Shadermark} Shadermark: For all tests, shader model 3.0 was used except GammaChrome S18 Pro and Chrome S25 which only support shader model 2.0. Shadermark tests these things: Shader 1: Per Pixel Diffuse Lighting Shader 2: Per Pixel Directional Light Shader (Phong) Shader 3: Per Pixel Point Light Shader (Phong) Shader 4: Per Pixel Spot Light Shader (Phong) Shader 5: Per Pixel Anisotropic Lighting Shader 6: Per Pixel Fresnel Reflections Shader 7: Per Pixel Car Surface Shader Shader 8: Per Pixel Environment Mapping Shader 9: Per Pixel Environment Bump Mapping Shader 10: Per Pixel Bump Mapping Shader 11: Per Pixel Shadowed Bump Mapping Shader 12: Per Pixel Veined Marble Shader Shader 13: Per Pixel Wood Shader Shader 14: Per Pixel Tile Shader Shader 15: Per Pixel Refraction and Reflection Shader with Phong Lighting Shader 16: Per Pixel BRDF-Phong/Anisotropic Lighting Performance impact of heavy alpha blending Shader 17: Fur Shader With Anisotropic Lighting Performance impact of multiple shaders switches Shader 18: Combination Effect Performance impact of dynamic flow control Shader 19: Dual Layer 8x8 PCF Shadow Mapping without Flow Control Shader 20: Dual Layer 8x8 PCF Shadow Mapping with Flow Control Performance impact of floating point filtering Shader 21: High Dynamic Range Shader - low quality version without filtering Shader 22: High Dynamic Range Shader - high quality with fp filtering Shader 23: High Dynamic Range Shader - high quality without fp filtering Performance impact of multiple render targets Shader 24: Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes Shader 25: Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass {mospagebreak_scroll title=Trackmania Nations Forever} Trackmanie Nations Forever: {mospagebreak_scroll title=Chaser} Chaser: {mospagebreak_scroll title=F.E.A.R.} F.E.A.R.: {mospagebreak_scroll title=Counter Strike: Source} Counter Strike: Source {mospagebreak_scroll title=Battlefield Vietnam} Battlefield Vietnam: {mospagebreak_scroll title=Conclusion} Conclusion: At this point, there are two things remarkable:
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