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Other Theoretical Tests

This test helps check out the efficiency of processing the physical model of a system of particles by means of pixel shaders and of its visualization with vertex texturing. The ATI Radeon X1950 XTX, which doesn’t support texture sampling in vertex shaders, defaults from this test while the new architecture from Nvidia is as fast as the old one.

The unified-architecture GeForce 8800 GTX suits ideally for the task of sampling textures in vertex shaders, so it is not wonder it routs its predecessor, delivering from 7.5 to 8 times its performance.

In the Perlin Noise test the realistic clouds that are changing in real time are generated by means of a pixel shader that contains 447 math1ematic instructions and 48 texture lookups. So, this test shows how well the GPU can work with long shaders (the Shader Model 3.0 specification requires support for 512-intruction-long shaders).

As in a majority of previous theoretical tests, the GeForce 8800 GTX shows itself a truly new-generation graphics card, enjoying a big advantage over the ex-leader Radeon X1950 XTX. Here, it profits greatly by its high shader processor frequency as well as by its ability to perform 32 texture lookups per cycle whereas the ATI card can perform only 16.

 
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