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    NVIDIA GeForceFX 5900 Ultra (Reference)

Product :

GeForce FX 5900 Ultra

Manufacturer :

NVIDIA

Reviewed by :

Wayne Brooker

Price :

N/A

Date :

June 13th, 2003.

 

   Page No:   4
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Installation and Drivers

Installation of the card we were supplied was a doddle in the case we use but if this was the size of the final retail card I can imagine lots of people shuffling their drives around to make room or returning the card to the store for a refund because they just kind make it fit. Fortunately as I said, the retail product will be shorter.

Now for the flame bait....ATi's drivers! I am the first to admit that ATi's drivers are so much better than previously that they're almost unrecognisable, in fact once they're installed properly and working they are simply excellent, but it's getting them installed and working properly that's the problem. Throw a Radeon on a system with a freshly installed OS and things are superb, though quite how you can claim to have a unified driver architecture when the core drivers and control panel come as separate installations is beyond me. However if you're installing a Radeon on a system that's had a non-Radeon installed before it and things will either go swimmingly or you'll face hours of frustration battling messages that insist you install a VGA driver before you're allowed to proceed or telling you the required hardware or software is missing despite you knowing full well it isn't. NVIDIA drivers on the other hand are bombproof for the most part. Slot in the card, point your OS at the latest Detonators and that's it, job done. Apart from a minor issue with their 40.41s I've never faced any issues installing NVIDIA drivers no matter what state the system or the OS I'm using is in and this is great testament to them. ATi need to take another look at their driver installation routine and also find some way to incorporate the control panel into the main drivers for the sake of simplicity.

Test Setup:

Epox 4PDA2+ i865 (Springdale) motherboard
Intel 3.06GHz (533FSB) CPU
2x256MB Corsair TwinX 3200LL
Maxtor 80GB ATA-133 HDD
SB Audigy 2 Sound
Hercules Radeon 9700 Pro graphics

Why no 9800 Pro? Simple! All three of our "trusted sources" failed to get a card here in time for this review so I had to use a very capable substitute, our loyal 9700 Pro.

Performance

Best Performance

 

Shadermark v1.7

I wanted to kick off with a look at comparative shader performance using Tommti-Systems' ShaderMark v1.7. This uses code and textures from ATi's Treasure Chest demo to examine performance under both DirectX8.0 and DirectX9.0 and using Pixel Shader 1.0, 1.1, 1.4 and 2.0. The treasure chest code isn't optimised for ATi graphics cards and applies similarly for all cards that use it, or at least that's what I'm told, the results however raise several questions about driver specific "routines" that show how damned difficult it's getting to find a fair test these days..

ShaderMark v1.7 - DX9 2.0 Pixel Shader Benchmark - ToMMTi-Systems (http://www.tommti-systems.com)

video mode / device info
(1024x768), X8R8G8B8 (D24X8)
HAL (pure hw vp):
benchmark info
mip filter reflections: DX9

The green box represents the highest performance for each test and as you can clearly see the 5900 Ultra trails the 5800 Ultra in all but two tests.

The 5800 Ultra's PS2.0 performance was never really questioned and was always considered (by us anyway) one of its strongest features, so we weren't expecting any massive improvements on the 5900 Ultra. While the fixed function routines have been very nicely boosted it seems the less specific shader functions are slightly slower on the 5900, no doubt due to the 75MHz reduction in core frequency. The fact that the 5900 Ultra remains in such close contention does suggest an impreovement in overall PS2.0 performance, something that will become increasingly vital as we see market penetration for true DirecX9.0 games. The Radeon 9700 Pro looks to be a little off the pace in this test.

PS2.0 (DirectX9.0) Performance

Function
FX 5800U
FX 5900U
Radeon 9700 Pro
shaders:
Fixed Function - Gouraud Shading
Fixed Function - Gouraud Shading
548.28 fps
615.62 fps
408.78 fps
shaders:
Fixed Function - Diffuse Texture Mapping
Fixed Function - Diffuse Texture Mapping
544.13 fps
602.28 fps
409.57 fps
shaders:
Fixed Function - Diffuse Bump Mapping
Fixed Function - Diffuse Bump Mapping
361.53 fps
357.11 fps
210.83 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Diffuse Bump Mapping
353.64 fps
347.89 fps
202.48 fps
shaders:
PS 2.0 - Diffuse Bump Mapping
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
277.33 fps
263.39 fps
186.25 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Diffuse Bump Mapping
367.05 fps
357.70 fps
219.40 fps
shaders:
PS 2.0 - Bumped Diffuse + Specular
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
296.11 fps
281.03 fps
207.90 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Diffuse Bump Mapping
350.94 fps
338.37 fps
233.41 fps
shaders:
PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
285.13 fps
268.83 fps
219.26 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Diffuse Bump Mapping
370.37 fps
359.50 fps
260.61 fps
shaders:
PS 2.0 - Per Pixel Anisotropic Lighting
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
298.28 fps
282.46 fps
243.71 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Diffuse Bump Mapping
312.17 fps
299.80 fps
213.98 fps
shaders:
PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
258.66 fps
243.52 fps
202.73 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Diffuse Bump Mapping
229.09 fps
226.41 fps
183.72 fps
shaders:
PS 2.0 - Cubic Environment Bumped Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
201.88 fps
195.46 fps
178.53 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
207.89 fps
204.85 fps
140.07 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
182.57 fps
177.07 fps
134.10 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Diffuse Bump Mapping
218.03 fps
207.09 fps
169.64 fps
shaders:
PS 2.0 - Ghost Shader
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
186.85 fps
174.20 fps
158.66 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Diffuse Bump Mapping
236.09 fps
229.26 fps
185.20 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
202.89 fps
194.04 fps
178.13 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Diffuse Bump Mapping
248.52 fps
241.70 fps
187.34 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
211.59 fps
202.46 fps
177.96 fps
shaders:
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
134.52 fps
125.69 fps
95.69 fps
shaders:
PS 2.0 - 2 Spot Lights
PS 2.0 - 2 Spot Lights
90.67 fps
82.62 fps
76.52 fps
shaders:
PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
120.97 fps
114.20 fps
99.68 fps
shaders:
PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
129.96 fps
121.08 fps
107.98 fps

 

ShaderMark also includes the same set of tests run using PixelShaders 1.0 to 1.4 but for now I've decided not to include them pending a little investigation. Results were so far skewed in favour of the Radeon that I have to question the statement that no ATi specific shader optimisations were used. If after further investigation the results prove to be accurate then I'll reinstate them here with an accompanying statement but for now it seems to me that the results are so far out of balance as to make them meaningless.

 

 


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