(2) 3DMARK2000 ver1.1 FSAA使用
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Ver631、RadeonLEは最新ベータドライバーの7078を使用。垂直同期はoff
1. 640×480 16ビットカラー Direct3D T&L使用 FSAA2×2
GeForce2MX RadeonLE
3DMark Result | 3295 3D marks | 3055 3D marks |
CPU Speed | 286 CPU 3D marks | 326 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 57.0 FPS | 61.2 FPS |
Game 1 - Helicopter - Medium Detail | 44.3 FPS | 46.8 FPS |
Game 1 - Helicopter - High Detail | 22.6 FPS | 24.8 FPS |
Game 2 - Adventure - Low Detail | 59.8 FPS | 57.8 FPS |
Game 2 - Adventure - Medium Detail | 53.0 FPS | 38.5 FPS |
Game 2 - Adventure - High Detail | 37.8 FPS | 25.6 FPS |
Fill Rate (Single-Texturing) | 75.2 MTexels/s | 85.6 MTexels/s |
Fill Rate (Multi-Texturing) | 137.4 MTexels/s | 153.6 MTexels/s |
High Polygon Count (1 Light) | 6124 KTriangles/s | 4527 KTriangles/s |
High Polygon Count (4 Lights) | 4544 KTriangles/s | 3092 KTriangles/s |
High Polygon Count (8 Lights) | 2740 KTriangles/s | 2451 KTriangles/s |
8MB Texture Rendering Speed | 125.1 FPS | 113.9 FPS |
16MB Texture Rendering Speed | 121.5 FPS | 108.3 FPS |
32MB Texture Rendering Speed | 109.4 FPS | 98.2 FPS |
64MB Texture Rendering Speed | 88.8 FPS | 76.3 FPS |
Bump Mapping (Emboss, 3-pass) | 87.1 FPS | 78.5 FPS |
Bump Mapping (Emboss, 2-pass) | 105.5 FPS | 93.6 FPS |
Bump Mapping (Emboss, 1-pass) | 133.6 FPS | 126.2 FPS |
Bump Mapping (Environment) | Not Supported | 75.9 FPS |
2. 640×480 32ビットカラー Direct3D T&L使用 FSAA2×2
GeForce2MX RadeonLE
3DMark Result | 2318 3D marks | 2864 3D marks |
CPU Speed | not | not |
Game 1 - Helicopter - Low Detail | 41.8 FPS | 57.1 FPS |
Game 1 - Helicopter - Medium Detail | 30.6 FPS | 44.5 FPS |
Game 1 - Helicopter - High Detail | 14.6 FPS | 24.2 FPS |
Game 2 - Adventure - Low Detail | 38.7 FPS | 51.4 FPS |
Game 2 - Adventure - Medium Detail | 36.6 FPS | 36.1 FPS |
Game 2 - Adventure - High Detail | 30.9 FPS | 24.5 FPS |
Fill Rate (Single-Texturing) | 43.4 MTexels/s | 81.1 MTexels/s |
Fill Rate (Multi-Texturing) | 81.8 MTexels/s | 140.9 MTexels/s |
High Polygon Count (1 Light) | 4519 KTriangles/s | 4363 KTriangles/s |
High Polygon Count (4 Lights) | 3679 KTriangles/s | 3018 KTriangles/s |
High Polygon Count (8 Lights) | 2479 KTriangles/s | 2408 KTriangles/s |
8MB Texture Rendering Speed | 81.3 FPS | 99.3 FPS |
16MB Texture Rendering Speed | 79.1 FPS | 97.6 FPS |
32MB Texture Rendering Speed | 72.8 FPS | 90.0 FPS |
64MB Texture Rendering Speed | 57.4 FPS | 85.3 FPS |
Bump Mapping (Emboss, 3-pass) | 46.4 FPS | 67.2 FPS |
Bump Mapping (Emboss, 2-pass) | 57.1 FPS | 73.4 FPS |
Bump Mapping (Emboss, 1-pass) | 81.8 FPS | 100.1 FPS |
Bump Mapping (Environment) | Not Supported | 57.9 FPS |
32ビット時にはかなり大きな差が開いていることが分かる。Game1の差は激しいが、Game2では負荷が高いところではLEはMXに負けている。
3. 640×480 16ビットカラー Direct3D T&L使用 FSAA4×4
GeForce2MX RadeonLE
3DMark Result | 1616 3D marks | 2176 3D marks |
CPU Speed | 174 CPU 3D marks | 310 CPU 3D marks |
Game 1 - Helicopter - Low Detail | 25.5 FPS | 41.0 FPS |
Game 1 - Helicopter - Medium Detail | 20.6 FPS | 32..0 FPS |
Game 1 - Helicopter - High Detail | 11.3 FPS | 17.0 FPS |
Game 2 - Adventure - Low Detail | 27.0 FPS | 39.3 FPS |
Game 2 - Adventure - Medium Detail | 25.9 FPS | 30.4 FPS |
Game 2 - Adventure - High Detail | 24.3 FPS | 21.7 FPS |
Fill Rate (Single-Texturing) | 31.2 MTexels/s | 52.1 MTexels/s |
Fill Rate (Multi-Texturing) | 54.2 MTexels/s | 99.8 MTexels/s |
High Polygon Count (1 Light) | 3710 KTriangles/s | 3910 KTriangles/s |
High Polygon Count (4 Lights) | 3124 KTriangles/s | 2840 KTriangles/s |
High Polygon Count (8 Lights) | 2235 KTriangles/s | 2315 KTriangles/s |
8MB Texture Rendering Speed | 49.7 FPS | 74.9 FPS |
16MB Texture Rendering Speed | 48.9 FPS | 72.3 FPS |
32MB Texture Rendering Speed | 45.2 FPS | 68.7 FPS |
64MB Texture Rendering Speed | 41.1 FPS | 62.1 FPS |
Bump Mapping (Emboss, 3-pass) | 39.0 FPS | 53.3 FPS |
Bump Mapping (Emboss, 2-pass) | 46.9 FPS | 66.1 FPS |
Bump Mapping (Emboss, 1-pass) | 53.0 FPS | 88.8 FPS |
Bump Mapping (Environment) | Not Supported | 51.9 FPS |
4. 640×480 32ビットカラー Direct3D T&L使用 FSAA4×4
GeForce2MX RadeonLE
3DMark Result | 1057 3D marks | 1994 3D marks |
CPU Speed | not | not |
Game 1 - Helicopter - Low Detail | 18.3 FPS | 38.2 FPS |
Game 1 - Helicopter - Medium Detail | 14.1 FPS | 29.9 FPS |
Game 1 - Helicopter - High Detail | 7.2 FPS | 16.3 FPS |
Game 2 - Adventure - Low Detail | 16.8 FPS | 34.1 FPS |
Game 2 - Adventure - Medium Detail | 16.1 FPS | 27.5 FPS |
Game 2 - Adventure - High Detail | 15.5 FPS | 20.2 FPS |
Fill Rate (Single-Texturing) | 17.9 MTexels/s | 48.5 MTexels/s |
Fill Rate (Multi-Texturing) | 31.7 MTexels/s | 88.3 MTexels/s |
High Polygon Count (1 Light) | 2450 KTriangles/s | 3661 KTriangles/s |
High Polygon Count (4 Lights) | 2217 KTriangles/s | 2707 KTriangles/s |
High Polygon Count (8 Lights) | 1782 KTriangles/s | 2225 KTriangles/s |
8MB Texture Rendering Speed | 30.8 FPS | 62.3 FPS |
16MB Texture Rendering Speed | 30.3 FPS | 61.4 FPS |
32MB Texture Rendering Speed | 28.9 FPS | 57.4 FPS |
64MB Texture Rendering Speed | 14.0 FPS | 55.4 FPS |
Bump Mapping (Emboss, 3-pass) | 21.5 FPS | 45.2 FPS |
Bump Mapping (Emboss, 2-pass) | 25.6 FPS | 51.5 FPS |
Bump Mapping (Emboss, 1-pass) | 33.0 FPS | 69.5 FPS |
Bump Mapping (Environment) | Not Supported | 38.2 FPS |
4ではLEがすべての項目でMXに勝っていることが分かる。理由はどう考えてもメモリーの帯域幅の違いのせいとしか考えられない。また、結果を見て分かるように、ATIの伝統?らしく例によって16bitカラーと32bitカラー時の違いが少ない。
次ページはRadeonLEにおいて、「Fast Z-clear」を有効にしたときの違いを3DMARK2000を用いて調べることにする。