久しぶりにGPUを購入したので一応stanfordのGPUBenchでGPUの素性を確認
それで、過去のもの、Chrome540GTXとGTS240と見比べて面白そうなものをピックアップ
実行するにはCygwinのお世話になったほうが良い
GPUBenchの生データ
GeForceGTX680
GeForceGTS240
GeForce8500GT
RadeonX300
Chrome540GTX
ピックアップ


Branching: PS30
Measures the effectiveness of pixel-shader 3.0 branching at saving work. The test generates a computation mask and then runs a pixel-shader 3.0 shader which fetches the mask value and then conditionally executes a big shader. The test measures a uniformly distributed set of thresholds, a uniformly distributed set of 4x4 blocks, and a wavefront pattern.




Cache Hit Fetch Cost
Measures time taken to execute a shader containing a fixed number texture fetches followed by various numbers of MAD instructions. The number of instructions following the fetches is increased (x-axis) until the shader becomes compute bound. Above this threshold, running time is a linear function of the length of the program.
おもに540GTXとの比較でCache絡みと分岐でS3の優秀さが映える
それで、過去のもの、Chrome540GTXとGTS240と見比べて面白そうなものをピックアップ
実行するにはCygwinのお世話になったほうが良い
GPUBenchの生データ
GeForceGTX680
GeForceGTS240
GeForce8500GT
RadeonX300
Chrome540GTX
ピックアップ


Branching: PS30
Measures the effectiveness of pixel-shader 3.0 branching at saving work. The test generates a computation mask and then runs a pixel-shader 3.0 shader which fetches the mask value and then conditionally executes a big shader. The test measures a uniformly distributed set of thresholds, a uniformly distributed set of 4x4 blocks, and a wavefront pattern.




Cache Hit Fetch Cost
Measures time taken to execute a shader containing a fixed number texture fetches followed by various numbers of MAD instructions. The number of instructions following the fetches is increased (x-axis) until the shader becomes compute bound. Above this threshold, running time is a linear function of the length of the program.
おもに540GTXとの比較でCache絡みと分岐でS3の優秀さが映える