(1) 3DMARK2000 ver1.1
まずはおなじみのベンチマークソフトでの測定結果です。
環境は、 CPU : Pentium3 700
メモリー : 256MB
M/B : EpoX EP-BX6SE(rev
0.31)
OS : Win98SE + DirectX8
である。また、ドライバーはGeForce2MX PCI版と比較用のAGP版ともリファレンス631を用いた。
1. 1024*768 16bit Triple D3DT&L
PCI版 AGP版
3DMark Result | 1436 3D marks | 4425 3D marks |
CPU Speed | 80 CPU 3D marks | 396 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 36.3 FPS | 85.8 FPS |
Game 1 - Helicopter - Medium Detail | 20.7 FPS | 63.8 FPS |
Game 1 - Helicopter - High Detail | 5.5 FPS | 32.5 FPS |
Game 2 - Adventure - Low Detail | 27.2 FPS | 92.5 FPS |
Game 2 - Adventure - Medium Detail | 18.3 FPS | 58.5 FPS |
Game 2 - Adventure - High Detail | 11.7 FPS | 35.7 FPS |
Fill Rate (Single-Texturing) | 308.0 MTexels/s | 307.9 MTexels/s |
Fill Rate (Multi-Texturing) | 603.8 MTexels/s | 604.1 MTexels/s |
High Polygon Count (1 Light) | 353 KTriangles/s | 9534 KTriangles/s |
High Polygon Count (4 Lights) | 354 KTriangles/s | 7680 KTriangles/s |
High Polygon Count (8 Lights) | 353 KTriangles/s | 4609 KTriangles/s |
8MB Texture Rendering Speed | 173.4 FPS | 213.1 FPS |
16MB Texture Rendering Speed | 112.8 FPS | 204.2 FPS |
32MB Texture Rendering Speed | 89.5 FPS | 147.4 FPS |
64MB Texture Rendering Speed | 39.8 FPS | 65.2 FPS |
Bump Mapping (Emboss, 3-pass) | 127.9 FPS | 129.1 FPS |
Bump Mapping (Emboss, 2-pass) | 154.1 FPS | 155.5 FPS |
Bump Mapping (Emboss, 1-pass) | 219.5 FPS | 221.5 FPS |
Bump Mapping (Environment) | Not Supported | Not Supported |
まず、みなさんはこの結果を見て全員が必ず、「これは絶対間違いだ」と思われると思いますが、これは事実です。(汗
明らかにPCI版はかくかくしています。
2. 1024*768 16bit TripleSSE
PCI版 AGP版
3DMark Result | 2733 3D marks | 4082 3D marks |
CPU Speed | 152 CPU 3D marks | 285 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 54.2 FPS | 78.5 FPS |
Game 1 - Helicopter - Medium Detail | 33.7 FPS | 55.8 FPS |
Game 1 - Helicopter - High Detail | 9.4 FPS | 29.1 FPS |
Game 2 - Adventure - Low Detail | 66.8 FPS | 91.5 FPS |
Game 2 - Adventure - Medium Detail | 40.4 FPS | 53.2 FPS |
Game 2 - Adventure - High Detail | 23.3 FPS | 32.0 FPS |
Fill Rate (Single-Texturing) | 308.0 MTexels/s | 307.9 MTexels/s |
Fill Rate (Multi-Texturing) | 603.9 MTexels/s | 604.1 MTexels/s |
High Polygon Count (1 Light) | 848 KTriangles/s | 6080 KTriangles/s |
High Polygon Count (4 Lights) | 856 KTriangles/s | 4898 KTriangles/s |
High Polygon Count (8 Lights) | 865 KTriangles/s | 3961 KTriangles/s |
8MB Texture Rendering Speed | 215.8 FPS | 214.4 FPS |
16MB Texture Rendering Speed | 210.6 FPS | 210.0 FPS |
32MB Texture Rendering Speed | 152.3 FPS | 172.9 FPS |
64MB Texture Rendering Speed | 62.6 FPS | 84.6 FPS |
Bump Mapping (Emboss, 3-pass) | 128.3 FPS | 128.9 FPS |
Bump Mapping (Emboss, 2-pass) | 154.6 FPS | 155.6 FPS |
Bump Mapping (Emboss, 1-pass) | 220.0 FPS | 221.6 FPS |
Bump Mapping (Environment) | Not Supported | Not Supported |
T&Lを使わない設定にすると、AGP版はスコアが落ちるのに、PCI版は大幅にスコアが上がります。
見た目もT&L使用時よりかなり滑らかになります。でもHigh
Polygon Countだけは相変わらず異常とも
言える値のままです。
3. 1024*768 16bit Triple SoftT&L
PCI版 AGP版
3DMark Result | 2485 3D marks | 3093 3D marks |
CPU Speed | 128 CPU 3D marks | 214 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 52.3 FPS | 55.8 FPS |
Game 1 - Helicopter - Medium Detail | 32.9 FPS | 39.4 FPS |
Game 1 - Helicopter - High Detail | 9.4 FPS | 21.0 FPS |
Game 2 - Adventure - Low Detail | 61.6 FPS | 75.8 FPS |
Game 2 - Adventure - Medium Detail | 32.7 FPS | 41.5 FPS |
Game 2 - Adventure - High Detail | 18.2. FPS | 24.3 FPS |
Fill Rate (Single-Texturing) | 308.0 MTexels/s | 307.9 MTexels/s |
Fill Rate (Multi-Texturing) | 603.9 MTexels/s | 604.1 MTexels/s |
High Polygon Count (1 Light) | 762 KTriangles/s | 5973 KTriangles/s |
High Polygon Count (4 Lights) | 774 KTriangles/s | 4305 KTriangles/s |
High Polygon Count (8 Lights) | 786 KTriangles/s | 2987 KTriangles/s |
8MB Texture Rendering Speed | 207.7 FPS | 214.9 FPS |
16MB Texture Rendering Speed | 193.9 FPS | 210.3 FPS |
32MB Texture Rendering Speed | 125.8 FPS | 161.0 FPS |
64MB Texture Rendering Speed | 61.6 FPS | 81.4 FPS |
Bump Mapping (Emboss, 3-pass) | 128.3 FPS | 129.0 FPS |
Bump Mapping (Emboss, 2-pass) | 154.5 FPS | 155.6 FPS |
Bump Mapping (Emboss, 1-pass) | 219.8 FPS | 221.5 FPS |
Bump Mapping (Environment) | Not Supported | Not Supported |
差は縮まっているが、相変わらずHigh Polygon
Countだけは値が異常なほど低い。
これはPCI接続にしたためなのか?
4. 640*480 16bit FSAA(2*2) D3DT&L
PCI版 AGP版
3DMark Result | 1279 3D marks | 3379 3D marks |
CPU Speed | 74 CPU 3D marks | 279 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 30.7 FPS | 58.7 FPS |
Game 1 - Helicopter - Medium Detail | 18.7 FPS | 46.9 FPS |
Game 1 - Helicopter - High Detail | 5.3 FPS | 25.7 FPS |
Game 2 - Adventure - Low Detail | 24.1 FPS | 65.1 FPS |
Game 2 - Adventure - Medium Detail | 16.7 FPS | 51.0 FPS |
Game 2 - Adventure - High Detail | 11.1 FPS | 34.2 FPS |
Fill Rate (Single-Texturing) | 75.3 MTexels/s | 75.2 MTexels/s |
Fill Rate (Multi-Texturing) | 137.4 MTexels/s | 137.4 MTexels/s |
High Polygon Count (1 Light) | 352 KTriangles/s | 7600 KTriangles/s |
High Polygon Count (4 Lights) | 352 KTriangles/s | 6409 KTriangles/s |
High Polygon Count (8 Lights) | 352 KTriangles/s | 4195 KTriangles/s |
8MB Texture Rendering Speed | 111.9 FPS | 127.4 FPS |
16MB Texture Rendering Speed | 98.6 FPS | 124.9 FPS |
32MB Texture Rendering Speed | 70.4 FPS | 113.2 FPS |
64MB Texture Rendering Speed | 38.3 FPS | 76.2 FPS |
Bump Mapping (Emboss, 3-pass) | 89.6 FPS | 90.1 FPS |
Bump Mapping (Emboss, 2-pass) | 110.5 FPS | 111.2 FPS |
Bump Mapping (Emboss, 1-pass) | 134.1 FPS | 134.9 FPS |
Bump Mapping (Environment) | Not Supported | Not Supported |
PCI版はFSAAを使うと640*480でもゲームはかなりきつくなることが分かる。
5. 640*480 16bit FSAA(2*2) SSE
PCI版 AGP版
3DMark Result | 2260 3D marks | 3368 3D marks |
CPU Speed | 142 CPU 3D marks | 266 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 42.8 FPS | 59.8 FPS |
Game 1 - Helicopter - Medium Detail | 28.4 FPS | 45.8 FPS |
Game 1 - Helicopter - High Detail | 8.8 FPS | 24.8 FPS |
Game 2 - Adventure - Low Detail | 50.7 FPS | 66.6 FPS |
Game 2 - Adventure - Medium Detail | 35.2 FPS | 50.9 FPS |
Game 2 - Adventure - High Detail | 22.4 FPS | 32.0 FPS |
Fill Rate (Single-Texturing) | 75.3 MTexels/s | 75.2 MTexels/s |
Fill Rate (Multi-Texturing) | 137.4 MTexels/s | 137.4 MTexels/s |
High Polygon Count (1 Light) | 838 KTriangles/s | 6095 KTriangles/s |
High Polygon Count (4 Lights) | 847 KTriangles/s | 4918 KTriangles/s |
High Polygon Count (8 Lights) | 854 KTriangles/s | 3970 KTriangles/s |
8MB Texture Rendering Speed | 128.4 FPS | 127.8 FPS |
16MB Texture Rendering Speed | 127.3 FPS | 126.4 FPS |
32MB Texture Rendering Speed | 107.5 FPS | 118.3 FPS |
64MB Texture Rendering Speed | 71.3 FPS | 92.0 FPS |
Bump Mapping (Emboss, 3-pass) | 89.7 FPS | 90.0 FPS |
Bump Mapping (Emboss, 2-pass) | 110.7 FPS | 111.2 FPS |
Bump Mapping (Emboss, 1-pass) | 134.3 FPS | 134.9 FPS |
Bump Mapping (Environment) | Not Supported | Not Supported |
PCI版はT&Lを使わないとかなりスコアが改善されることがわかる。軽めのゲームならば640*480で
FSAAをかけてもゲームができるだろう。