[7800GTX專(zhuān)題]核心架構(gòu)解析&專(zhuān)業(yè)測(cè)試
Shader種類(lèi) | X850XT | 6800U | 7800GTX |
Per Pixel Diffuse Lighting | 964 | 898 | 1553 |
Per Pixel Directional Light Shader (Phong) | 721 | 718 | 1316 |
Per Pixel Point Light Shader (Phong) | 719 | 718 | 1316 |
Per Pixel Spot Light Shader (Phong) | 596 | 658 | 1077 |
Per Pixel Anisotropic Lighting | 721 | 718 | 1316 |
Per Pixel Fresnel Reflections | 629 | 658 | 1196 |
Per Pixel Car Surface Shader | 403 | 416 | 778 |
Per Pixel Environment Mapping | 1205 | 1075 | 1674 |
Per Pixel Environment Bump Mapping | 792 | 837 | 1316 |
Per Pixel Bump Mapping | 671 | 703 | 1196 |
Per Pixel Shadowed Bump Mapping | 245 | 459 | 702 |
Per Pixel Veined Marble Shader | 347 | 419 | 778 |
Per Pixel Wood Shader | 387 | 448 | 837 |
Per Pixel Tile Shader | 284 | 325 | 568 |
Per Pixel Refraction and Reflection Shader with Phong Lighting | 326 | 347 | 626 |
Per Pixel BRDF-Phong/Anisotropic Lighting | 417 | 438 | 837 |
Fur Shader With Anisotropic Lighting | 42 | 54 | 76 |
Combination Effect | 137 | 178 | 311 |
Dual Layer 8x8 PCF Shadow Mapping without Flow Control | 46 | 60 | 105 |
Dual Layer 8x8 PCF Shadow Mapping with Flow Control | 不支持 | 88 | 101 |
205 | 119 | 267 | |
不支持 | 134 | 299 | |
143 | 84 | 198 | |
Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes | 121 | 94 | 180 |
我們注意到在HDR特效上,X850XT有的項(xiàng)目不支持。在成績(jī)方面,我們看到,GeForce 7800GTX的性能比前面的兩塊顯卡高很多,基本上都是翻倍的提升,這證明GeForce 7800GTX在Shader的運(yùn)行效率上的確有很大進(jìn)步。
● 總結(jié)
GeForce 7800GTX圖形處理器在架構(gòu)上的改變是明顯而且有效的,同時(shí)選擇增加管線的數(shù)目和提升管線的能力是一個(gè)很好的主意,這樣從兩方面入手,使得在管線數(shù)目增加不到1倍的情況下實(shí)現(xiàn)了性能的翻倍。
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