(2) 3DMARK2001SE Build330
1. 1024×768 32ビットカラー HW T&L使用
3DMark Score | 6588 |
Game1 - Car Chase - Low Detail | 124.9 fps |
Game1 - Car Chase - High Detail | 43.1 fps |
Game2 - Dragothic - Low Detail | 103.7 fps |
Game2 - Dragothic - High Detail | 49.3 fps |
Game3 - Lobby - Low Detail | 101.3 fps |
Game3 - Lobby - High Detail | 47.7 fps |
Game4 - Nature | 24.5 fps |
Fill Rate (Single-Texturing) | 447.8 MTexels/s |
Fill Rate (Multi-Texturing) | 1650.1 MTexels/s |
High Polygon Count (1 Light) | 23.4 MTriangles/s |
High Polygon Count (8 Light) | 7.7 MTriangles/s |
Environment Bump Mapping | 43.6 fps |
DOT3 Bump Mapping | 90.9 fps |
Vertex Shader | 47.3 fps |
Pixel Shader | 28.9 fps |
Advanced Pixel Shader | 18.1 fps |
Point Sprites | 7.4 MSprites/s |
2. 1600×1200 32ビットカラー HW T&L使用
3DMark Score | 3719 |
Game1 - Car Chase - Low Detail | 58.6 fps |
Game1 - Car Chase - High Detail | 32.7 fps |
Game2 - Dragothic - Low Detail | 53.7 fps |
Game2 - Dragothic - High Detail | 33.7 fps |
Game3 - Lobby - Low Detail | 50.5 fps |
Game3 - Lobby - High Detail | 28.4 fps |
Game4 - Nature | 9.8 fps |
Fill Rate (Single-Texturing) | 429.9 MTexels/s |
Fill Rate (Multi-Texturing) | 1518.5 MTexels/s |
High Polygon Count (1 Light) | 17.3 MTriangles/s |
High Polygon Count (8 Light) | 6.1 MTriangles/s |
Environment Bump Mapping | 20.5 fps |
DOT3 Bump Mapping | 36.7 fps |
Vertex Shader | 39.1 fps |
Pixel Shader | 11.6 fps |
Advanced Pixel Shader | 8.9 fps |
Point Sprites | 5.1 MSprites/s |
この結果を見ると、まず分かるのは、XabreはあまりPixel Shaderの処理が速くないということである。
Fill Rate (Multi-Texturing)のスコアが3DMARK2000と大きく異なっているのはおもしろい。
気になったことは、Environment Bump Mappingの表示が他のVGAと違う色で表現されていたことである。
3. 1024×768 32ビットカラー HW T&L使用 FSAAx2
3DMark Score | 4399 |
Game1 - Car Chase - Low Detail | 65.9 fps |
Game1 - Car Chase - High Detail | 31.5 fps |
Game2 - Dragothic - Low Detail | 66.5 fps |
Game2 - Dragothic - High Detail | 38.4 fps |
Game3 - Lobby - Low Detail | 57.1 fps |
Game3 - Lobby - High Detail | 34.2 fps |
Game4 - Nature | 21.1 fps |
Fill Rate (Single-Texturing) | 424.3 MTexels/s |
Fill Rate (Multi-Texturing) | 1463.9 MTexels/s |
High Polygon Count (1 Light) | 21.6 MTriangles/s |
High Polygon Count (8 Light) | 7.5 MTriangles/s |
Environment Bump Mapping | 34.3 fps |
DOT3 Bump Mapping | 61.8 fps |
Vertex Shader | 38.2 fps |
Pixel Shader | 16.6 fps |
Advanced Pixel Shader | 16.9 fps |
Point Sprites | 6.9 MSprites/s |
4. 1024×768 32ビットカラー HW T&L使用 FSAAx4
3DMark Score | 2405 |
Game1 - Car Chase - Low Detail | 33.5 fps |
Game1 - Car Chase - High Detail | 18.2 fps |
Game2 - Dragothic - Low Detail | 35.6 fps |
Game2 - Dragothic - High Detail | 25.2 fps |
Game3 - Lobby - Low Detail | 31.1 fps |
Game3 - Lobby - High Detail | 18.6 fps |
Game4 - Nature | 8.3 fps |
Fill Rate (Single-Texturing) | 118.6 MTexels/s |
Fill Rate (Multi-Texturing) | 445.9 MTexels/s |
High Polygon Count (1 Light) | 13.5 MTriangles/s |
High Polygon Count (8 Light) | 4.6 MTriangles/s |
Environment Bump Mapping | 12.9 fps |
DOT3 Bump Mapping | 28.6 fps |
Vertex Shader | 27.0 fps |
Pixel Shader | 7.0 fps |
Advanced Pixel Shader | 5.9 fps |
Point Sprites | 5.6 MSprites/s |
FSAAをかけても表示が乱れることなく実行できた。
FSAAx4にすると一気にフレームレートが落ちるようだ。