Matrox Parhelia: Theoretische Benchmarks
29. Juni 2002 / von Leonidas / Seite 2 von 6
DirectX 8.1 SDK
Aufgrund der stark schwankenden Werte der jeweiligen Demos geben wir diese Werte ohne Kommastellen an. Es wurden in allen Demos die default-Einstellungen benutzt, nur jeweils die Auflösung auf 1024x768x32 Fullscreen verändert.
| Matrox Parhelia | nVidia GeForce4 Ti4600 | GF4Ti @ 220/275 | |
| Billboard (fps) |
136 | 288 | 223 |
| BumpEarth (fps) |
261 | 615 | 488 |
| BumpLens (fps) |
752 | 1103 | 849 |
| BumpSelfShadow (fps) |
159 | 388 | 301 |
| BumpUnderWater (fps) |
318 | 467 | 365 |
| BumpWaves (fps) |
500 | 348 | 263 |
| ClipMirror (fps) |
266 | 856 | 855 |
| CubeMap (fps) |
142 | 300 | 238 |
| Cull (fps) |
88 | 361 | 298 |
| DolphinVS (fps) |
200 | 567 | 476 |
| DotProduct3 (fps) |
787 | 1282 | 1053 |
| Emboss (fps) |
261 | 1586 | 1339 |
| EnhancedMesh (fps) |
315 | 1617 | 1361 |
| FishEye (fps) |
200 | 492 | 389 |
| Lighting (fps) |
600 | 952 | 739 |
| OptimizedMesh (fps) |
174 | 711 | 642 |
| Pick (fps) |
375 | 1869 | 1580 |
| PointSprite (fps) |
107 | 73 | 65 |
| Progressive Mesh (fps) |
375 | 1942 | 1641 |
| Shadow Volume (fps) |
30 | 150 | 115 |
| SkinnedMesh (fps) |
290 | 987 | 987 |
| SphereMap (fps) |
436 | 955 | 760 |
| StencilDepth (fps) |
153 | 303 | 235 |
| StencilMirror (fps) |
150 | 438 | 353 |
| Text3D (fps) |
373 | 1705 | 1418 |
| VertexBlend (fps) |
336 | 1646 | 1337 |
| VertexShader (fps) |
325 | 1563 | 1268 |
| VolumeTexture (fps) |
337 | 791 | 611 |
| Water (fps) |
63 | 57 | 54 |
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