[7800GTX专题]核心架构解析&专业测试
Shader种类 | X850XT | 6800U | 7800GTX |
Per Pixel Diffuse Lighting | 964 | 898 | 1553 |
Per Pixel Directional Light Shader (Phong) | 721 | 718 | 1316 |
Per Pixel Point Light Shader (Phong) | 719 | 718 | 1316 |
Per Pixel Spot Light Shader (Phong) | 596 | 658 | 1077 |
Per Pixel Anisotropic Lighting | 721 | 718 | 1316 |
Per Pixel Fresnel Reflections | 629 | 658 | 1196 |
Per Pixel Car Surface Shader | 403 | 416 | 778 |
Per Pixel Environment Mapping | 1205 | 1075 | 1674 |
Per Pixel Environment Bump Mapping | 792 | 837 | 1316 |
Per Pixel Bump Mapping | 671 | 703 | 1196 |
Per Pixel Shadowed Bump Mapping | 245 | 459 | 702 |
Per Pixel Veined Marble Shader | 347 | 419 | 778 |
Per Pixel Wood Shader | 387 | 448 | 837 |
Per Pixel Tile Shader | 284 | 325 | 568 |
Per Pixel Refraction and Reflection Shader with Phong Lighting | 326 | 347 | 626 |
Per Pixel BRDF-Phong/Anisotropic Lighting | 417 | 438 | 837 |
Fur Shader With Anisotropic Lighting | 42 | 54 | 76 |
Combination Effect | 137 | 178 | 311 |
Dual Layer 8x8 PCF Shadow Mapping without Flow Control | 46 | 60 | 105 |
Dual Layer 8x8 PCF Shadow Mapping with Flow Control | 不支持 | 88 | 101 |
205 | 119 | 267 | |
不支持 | 134 | 299 | |
143 | 84 | 198 | |
Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes | 121 | 94 | 180 |
我们注意到在HDR特效上,X850XT有的项目不支持。在成绩方面,我们看到,GeForce 7800GTX的性能比前面的两块显卡高很多,基本上都是翻倍的提升,这证明GeForce 7800GTX在Shader的运行效率上的确有很大进步。
● 总结
GeForce 7800GTX图形处理器在架构上的改变是明显而且有效的,同时选择增加管线的数目和提升管线的能力是一个很好的主意,这样从两方面入手,使得在管线数目增加不到1倍的情况下实现了性能的翻倍。