(1) 3DMARK2000 ver1.1
環境は CPU : Athlon(Thunderbard) 900MHz
メモリー : 256MB
M/B : Asus A7V(KT133)
OS : Win98+DirectX7a
ドライバーはGeForce2MX(SDRAM版)はリファレンスfver631を使用。KYROはVivid!用ドライバーを使用(理由は後ほど)
垂直同期はoff。
なお、GeForce2MXはD3DT&L、KYROはAthlonを選択した結果である。
1. 1024×768 16ビットカラー
GeForce2MX KYRO
3DMark Result | 4515 3D marks | 3905 3D marks |
CPU Speed | 435 CPU 3D marks | 269 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 85.4 FPS | 64.6 FPS |
Game 1 - Helicopter - Medium Detail | 64.5 FPS | 49.6 FPS |
Game 1 - Helicopter - High Detail | 30.8 FPS | 24.6 FPS |
Game 2 - Adventure - Low Detail | 87.9 FPS | 96.5 FPS |
Game 2 - Adventure - Medium Detail | 65.5 FPS | 57.6 FPS |
Game 2 - Adventure - High Detail | 42.1 FPS | 32.6 FPS |
Fill Rate (Single-Texturing) | 307.9 MTexels/s | 228.9 MTexels/s |
Fill Rate (Multi-Texturing) | 604.0 MTexels/s | 229.0 MTexels/s |
High Polygon Count (1 Light) | 7098 KTriangles/s | 3967 KTriangles/s |
High Polygon Count (4 Lights) | 5108 KTriangles/s | 3641 KTriangles/s |
High Polygon Count (8 Lights) | 2901 KTriangles/s | 3042 KTriangles/s |
8MB Texture Rendering Speed | 211.8 FPS | 239.8 FPS |
16MB Texture Rendering Speed | 202.7 FPS | 228.0 FPS |
32MB Texture Rendering Speed | 167.5 FPS | 181.4 FPS |
64MB Texture Rendering Speed | 99.6 FPS | 110.0 FPS |
Bump Mapping (Emboss, 3-pass) | 129.3 FPS | 119.7 FPS |
Bump Mapping (Emboss, 2-pass) | 156.0 FPS | 122.0 FPS |
Bump Mapping (Emboss, 1-pass) | 222.2 FPS | 137.5 FPS |
Bump Mapping (Environment) | Not Supported | 52.1 FPS |
まず、この結果から分かることは、KYROは環境バンプマッピングを使えるということである。(実際のゲームでも使用可能)
また、Fill Rateの値はシングルとマルチではほとんど変わらない事も分かる。
Game2のアドベンチャー(low Detail)だけKYROが勝っているのは理由は不明。
GeForce2MX KYRO
3DMark Result | 3108 3D marks | 3446 3D marks |
CPU Speed | not | not |
Game 1 - Helicopter - Low Detail | 59.3 FPS | 54.8 FPS |
Game 1 - Helicopter - Medium Detail | 41.5 FPS | 44.7 FPS |
Game 1 - Helicopter - High Detail | 18.4 FPS | 23.3 FPS |
Game 2 - Adventure - Low Detail | 54.1 FPS | 75.4 FPS |
Game 2 - Adventure - Medium Detail | 49.5 FPS | 56.3 FPS |
Game 2 - Adventure - High Detail | 36.2 FPS | 32.6 FPS |
Fill Rate (Single-Texturing) | 159.0 MTexels/s | 227.6 MTexels/s |
Fill Rate (Multi-Texturing) | 330.4 MTexels/s | 228.5 MTexels/s |
High Polygon Count (1 Light) | 5494 KTriangles/s | 4033 KTriangles/s |
High Polygon Count (4 Lights) | 4270 KTriangles/s | 3647 KTriangles/s |
High Polygon Count (8 Lights) | 2701 KTriangles/s | 3026 KTriangles/s |
8MB Texture Rendering Speed | 133.7 FPS | 161.4 FPS |
16MB Texture Rendering Speed | 128.5 FPS | 151.4 FPS |
32MB Texture Rendering Speed | 115.5 FPS | 122.3 FPS |
64MB Texture Rendering Speed | 91.0 FPS | 87.0 FPS |
Bump Mapping (Emboss, 3-pass) | 62.8 FPS | 83.8 FPS |
Bump Mapping (Emboss, 2-pass) | 78.2 FPS | 108.3 FPS |
Bump Mapping (Emboss, 1-pass) | 126.0 FPS | 33.5 FPS |
Bump Mapping (Environment) | Not Supported | 33.5 FPS |
この結果と1の結果を比べて見ると面白いことが発見できる。KYROは16bitモードと32bitモードとを比べると
Fill Rateの値がほぼ同じということである。また、負荷が高いほどGeForce2MXを上回ることが分かる。
ということで、実用的ではないが、解像度を1600×1200にした状態で測定してみた。3はその結果である。
3. 1600×1200 16ビットカラー
GeForce2MX KYRO
3DMark Result | 2330 3D marks | 2128 3D marks |
CPU Speed | 409 CPU 3D marks | 265 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 39.2 FPS | 26.9 FPS |
Game 1 - Helicopter - Medium Detail | 30.3 FPS | 22.0 FPS |
Game 1 - Helicopter - High Detail | 15.0 FPS | 12.6 FPS |
Game 2 - Adventure - Low Detail | 40.5 FPS | 42.7 FPS |
Game 2 - Adventure - Medium Detail | 38.1 FPS | 41.3 FPS |
Game 2 - Adventure - High Detail | 31.0 FPS | 31.8 FPS |
Fill Rate (Single-Texturing) | 304.4 MTexels/s | 229.8 MTexels/s |
Fill Rate (Multi-Texturing) | 603.1 MTexels/s | 229.7 MTexels/s |
High Polygon Count (1 Light) | 4852 KTriangles/s | 3761 KTriangles/s |
High Polygon Count (4 Lights) | 3879 KTriangles/s | 3585 KTriangles/s |
High Polygon Count (8 Lights) | 2553 KTriangles/s | 3022 KTriangles/s |
8MB Texture Rendering Speed | 89.5 FPS | 97.2 FPS |
16MB Texture Rendering Speed | 87.0 FPS | 86.8 FPS |
32MB Texture Rendering Speed | 78.0 FPS | 74.3 FPS |
64MB Texture Rendering Speed | 16.2 FPS | 60.1 FPS |
Bump Mapping (Emboss, 3-pass) | 61.2 FPS | 51.4 FPS |
Bump Mapping (Emboss, 2-pass) | 76.8 FPS | 53.4 FPS |
Bump Mapping (Emboss, 1-pass) | 100.2 FPS | 57.1 FPS |
Bump Mapping (Environment) | Not Supported | 26.1 FPS |
4. 1600×1200 32ビットカラー
Triple BufferにするとKYROで測定できなくなるので、double bufferで測定した。
GeForce2MX KYRO
3DMark Result | 1369 3D marks | 1578 3D marks |
CPU Speed | n/a | n/a |
Game 1 - Helicopter - Low Detail | 25.0 FPS | 21.3 FPS |
Game 1 - Helicopter - Medium Detail | 17.7 FPS | 17.6 FPS |
Game 1 - Helicopter - High Detail | 8.1 FPS | 10.3 FPS |
Game 2 - Adventure - Low Detail | 22.2 FPS | 28.8 FPS |
Game 2 - Adventure - Medium Detail | 21.1 FPS | 27.9 FPS |
Game 2 - Adventure - High Detail | 20.0 FPS | 25.6 FPS |
Fill Rate (Single-Texturing) | 134.8 MTexels/s | 225.4 MTexels/s |
Fill Rate (Multi-Texturing) | 287.8 MTexels/s | 227.7 MTexels/s |
High Polygon Count (1 Light) | 3141 KTriangles/s | 3530 KTriangles/s |
High Polygon Count (4 Lights) | 3031 KTriangles/s | 3494 KTriangles/s |
High Polygon Count (8 Lights) | 2622 KTriangles/s | 2987 KTriangles/s |
8MB Texture Rendering Speed | 49.8 FPS | 61.1 FPS |
16MB Texture Rendering Speed | 48.9 FPS | 59.7 FPS |
32MB Texture Rendering Speed | 46.4 FPS | 52.9 FPS |
64MB Texture Rendering Speed | 45.4 FPS | 45.1 FPS |
Bump Mapping (Emboss, 3-pass) | 26.9 FPS | 34.0 FPS |
Bump Mapping (Emboss, 2-pass) | 35.1 FPS | 37.7 FPS |
Bump Mapping (Emboss, 1-pass) | 55.1 FPS | 44.3 FPS |
Bump Mapping (Environment) | Not Supported | 15.7 FPS |
やはりこの解像度まで来るとほとんど差がでなくなるのだが、Game2とHigh
Polygon Countでは
圧倒的にKYROが勝っている。
ベンチ結果を見る限り、KYROはFSAAは1×2,2×1,2×2をサポートしていると思われるので
GeForce2MXのFSAA 2×2の結果と比較してみた。
GeForce2MX KYRO
3DMark Result | 3295 3D marks | 3075 3D marks |
CPU Speed | 286 CPU 3D marks | 242 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 57.0 FPS | 43.7 FPS |
Game 1 - Helicopter - Medium Detail | 44.3 FPS | 35.5 FPS |
Game 1 - Helicopter - High Detail | 22.6 FPS | 19.2 FPS |
Game 2 - Adventure - Low Detail | 59.8 FPS | 70.1 FPS |
Game 2 - Adventure - Medium Detail | 53.0 FPS | 55.0 FPS |
Game 2 - Adventure - High Detail | 37.8 FPS | 32.7 FPS |
Fill Rate (Single-Texturing) | 75.2 MTexels/s | 57.4 MTexels/s |
Fill Rate (Multi-Texturing) | 137.4 MTexels/s | 57.4 MTexels/s |
High Polygon Count (1 Light) | 6124 KTriangles/s | 3997 KTriangles/s |
High Polygon Count (4 Lights) | 4544 KTriangles/s | 3682 KTriangles/s |
High Polygon Count (8 Lights) | 2740 KTriangles/s | 3036 KTriangles/s |
8MB Texture Rendering Speed | 125.1 FPS | 172.7 FPS |
16MB Texture Rendering Speed | 121.5 FPS | 169.3 FPS |
32MB Texture Rendering Speed | 109.4 FPS | 135.1 FPS |
64MB Texture Rendering Speed | 88.8 FPS | 91.9 FPS |
Bump Mapping (Emboss, 3-pass) | 87.1 FPS | 83.8 FPS |
Bump Mapping (Emboss, 2-pass) | 105.5 FPS | 86.0 FPS |
Bump Mapping (Emboss, 1-pass) | 133.6 FPS | 91.0 FPS |
Bump Mapping (Environment) | Not Supported | 38.9 FPS |
6. 640×480 32ビットカラー FSAA(2×2)
GeForce2MX KYRO
3DMark Result | 2318 3D marks | 2899 3D marks |
CPU Speed | n/a | n/a |
Game 1 - Helicopter - Low Detail | 41.8 FPS | 41.7 FPS |
Game 1 - Helicopter - Medium Detail | 30.6 FPS | 33.8 FPS |
Game 1 - Helicopter - High Detail | 14.6 FPS | 18.5 FPS |
Game 2 - Adventure - Low Detail | 38.7 FPS | 62.2 FPS |
Game 2 - Adventure - Medium Detail | 36.6 FPS | 52.7 FPS |
Game 2 - Adventure - High Detail | 30.9 FPS | 32.6 FPS |
Fill Rate (Single-Texturing) | 43.4 MTexels/s | 57.4 MTexels/s |
Fill Rate (Multi-Texturing) | 81.8 MTexels/s | 57.3 MTexels/s |
High Polygon Count (1 Light) | 4519 KTriangles/s | 4004 KTriangles/s |
High Polygon Count (4 Lights) | 3679 KTriangles/s | 3579 KTriangles/s |
High Polygon Count (8 Lights) | 2479 KTriangles/s | 2936 KTriangles/s |
8MB Texture Rendering Speed | 81.3 FPS | 166.4 FPS |
16MB Texture Rendering Speed | 79.1 FPS | 158.5 FPS |
32MB Texture Rendering Speed | 72.8 FPS | 115.8 FPS |
64MB Texture Rendering Speed | 57.4 FPS | 87.2 FPS |
Bump Mapping (Emboss, 3-pass) | 46.4 FPS | 78.2 FPS |
Bump Mapping (Emboss, 2-pass) | 57.1 FPS | 76.9 FPS |
Bump Mapping (Emboss, 1-pass) | 81.8 FPS | 87.4 FPS |
Bump Mapping (Environment) | Not Supported | 27.0 FPS |
16ビットではKYROはMXに負けているが、32ビットではKYROの圧勝である。ちなみに、KYROのFSAA使用時に
表示がおかしくなるようなことは全くなかった。