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ATI RADEON 9800 PRO 128MB



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3DMark03 game tests, 3D graphics

3DMark03, 3DMARKS







We can witness the same situation with optimization of ATI's drivers for RADEON 9800 PRO, when replacing Device ID of 9700 PRO with that one of 9800 PRO makes the performance goes up.

3DMark03, Game1

Wings of Fury Test characteristics:

  • DirectX 7.0; approx. 32000 polygons on the scene, 16 MB memory used for textures, 6 MB for buffers for vertices and 1 MB for indices.
  • All geometrical operations are based on Vertex Shaders 1.1 which can be emulated with CPU (if there is no hardware support).
  • All planes have 4 texture layers, that is why accelerators able to process 4 textures in a pass will benefit.
  • Fire and tail effects are made with the point sprite and other techniques.






3DMark03, Game2

Battle of Proxycon:

  • DirectX 8.1; Approx. 250 000 polygons on the scene with Pixel Shaders 1.1 (and 150 000 polygons on the scene with Shaders 1.4), 80 MB memory used for textures, 6 MB for buffers for vertices and 1 MB for indices.
  • All geometrical operations are based on Vertex Shaders 1.1 which can be emulated with CPU (if there is no hardware support).
  • All heroes are "dressed" with the vertex shaders as well.
  • Some light sources made dynamic shadows with a stencil buffer.
  • All pixel operations are carried out with shaders 1.1, and if possible with shaders 1.4.
  • Calculation of per-pixel lighting for haze effects and other components.
  • Accelerators supporting pixel shaders 1.1 use one pass for determining Z buffer, then 3 passes for each light source. If an accelerator supports shaders 1.4, it needs one pass for each light source.






3DMark03, Game3

Trolls' Lair:

  • DirectX 8.1; approx. 560 000 polygons on the scene with Pixel Shaders 1.1 (and 280 000 polygons on the scene with Shaders 1.4), 64 MB memory used for textures, 19MB for buffers for vertices and 2 MB for indices.
  • All geometrical operations are based on Vertex Shaders 1.1 which can be emulated via CPU (if there is no hardware support).
  • All heroes are "dressed" with vertex shaders as well.
  • Some light sources made dynamic shadows with a stencil buffer.
  • All pixel operations are carried out with shaders 1.1, and if possible with shaders 1.4.
  • Calculation of per-pixel lighting for haze effects and other components.
  • Realism of the heroine's hair is achieved with physical models and anisotropic lighting.






3DMark03, Game4

Mother Nature:

  • DirectX 9.0; approx. 780 000 polygons on the scene, 50 MB memory used for textures, 54MB for buffers for vertices and 9 MB for indices.
  • Every leaf is separately animated with Vertex Shaders 2.0. Grass is animated with vertex shaders 1.1.
  • Lake's surface is formed with pixel shaders 2.0.
  • Sky is made with pixel shaders 2.0, sun glints are formed with extra-precision calculations in DX9.
  • Earth surface is made with shaders 1.4.






Summary on 3DMark03 tests

  1. NVIDIA proved with its v42.68, that it's not a problem to make optimization for this packet. RADEON 9800 PRO outscores NV30 only in and loses in the others.
  2. Optimization of ATI's drivers for RADEON 9800 PRO is well seen in this case as well.

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