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Sapphire Radeon X800 Pro


Product
Sapphire Radeon X800 Pro
Date
22nd July 2004
Manufacured By
Supplied By
Price
Author

Test System Setup:::...

Epox 8RDA3G (nForce2 Ultra400) (Kindly supplied by Epox)
2x256MB Corsair (TWINX3200LL) Memory (Kindly Supplied By Corsair)
AMD AthlonXP 3200+ (Kindly Supplied By AMD)
WD80JB 80GB Hard Drive (Kindly Supplied By Western Digital)
Windows XP Pro + SP1
ATi CATALYST 4.6 drivers

 

The following driver settings were used unless otherwise stated

 

 

D3D RightMark 1.0.5.0 (Public Beta 4):::...

We've just added this really great benchmarking suite from iXBT.com/Digit-Life to our run of tests. Because there are no default tests I can supply the test configuration files to anyone who'd like to duplicate our tests exactly. Just email me if you need it.

 

Geometry Processing Speed
Geometry level
Lighting profile
Shader profile
Compiler profile
Status
FPS
PPS
Ambient:
High
Ambient
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
93.95
121011720
Ambient:
High
Ambient
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Failed
Failed
Failed
Ambient:
High
Ambient
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
114.63
147640944
Ambient:
High
Ambient
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
153.25
197392352
Ambient:
High
Ambient
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
116.92
150598672
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Diffuse + Specular (3 point lights):
High
Diffuse + specular (3 point lights)
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
16.50
21249030
Diffuse + Specular (3 point lights):
High
Diffuse + specular (3 point lights)
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Failed
Failed
Failed
Diffuse + Specular (3 point lights):
High
Diffuse + specular (3 point lights)
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
21.53
27734804
Diffuse + Specular (3 point lights):
High
Diffuse + specular (3 point lights)
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
36.99
47637100
Diffuse + Specular (3 point lights):
High
Diffuse + specular (3 point lights)
VS 2.0 no flow control
Microsoft shader compiler (D3DX)
Passed
42.36
54565488
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Subset #2:
High
Diffuse + specular (3 point lights)
VS 3.0 dynamic flow control
Microsoft shader compiler (D3DX)
Failed
Failed
Failed
Subset #2:
High
Diffuse + specular (3 point lights)
VS 3.0 dynamic flow control
Microsoft shader compiler (D3DX)
Failed
Failed
Failed
Subset #2:
High
Diffuse + specular (3 point lights)
VS 3.0 dynamic flow control
Microsoft shader compiler (D3DX)
Failed
Failed
Failed
Subset #2:
High
Diffuse + specular (3 point lights)
VS 3.0 dynamic flow control
Microsoft shader compiler (D3DX)
Failed
Failed
Failed
Subset #2:
High
Diffuse + specular (3 point lights)
VS 3.0 dynamic flow control
Microsoft shader compiler (D3DX)
Failed
Failed
Failed

 

 

Pixel Shading
Shading profile
FP precision
Shader profile
Compiler profile
Status
FPS
PPS
Psychodelic:
Procedural: Psychodelic PS1.1 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
155.46
203760720.00
Psychodelic:
Procedural: Psychodelic PS1.1 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
113.92
149314384.00
Psychodelic:
Procedural: Psychodelic PS1.1 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
192.29
252041616.00
Psychodelic:
Procedural: Psychodelic PS1.1 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
480.33
629580608.00
Psychodelic:
Procedural: Psychodelic PS1.1 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
499.10
654182784.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Lighting (Phong):
Procedural: Water PS2.a (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
1.60
2090720.63
Lighting (Phong):
Procedural: Water PS2.a (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Failed
Failed
Failed
Lighting (Phong):
Procedural: Water PS2.a (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
1.95
2561506.25
Lighting (Phong):
Procedural: Water PS2.a (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
20.50
26874530.00
Lighting (Phong):
Procedural: Water PS2.a (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
1439.40
1886648064.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Marble:
Procedural: Marble PS2.0 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
70.19
91995376.00
Marble:
Procedural: Marble PS2.0 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Failed
Failed
Failed
Marble:
Procedural: Marble PS2.0 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
60.20
78910232.00
Marble:
Procedural: Marble PS2.0 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
256.42
336088288.00
Marble:
Procedural: Marble PS2.0 (HLSL)
32-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
250.00
327680288.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Marble-16bit:
Procedural: Marble PS2.0 (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
86.16
112933160.00
Marble-16bit:
Procedural: Marble PS2.0 (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Failed
Failed
Failed
Marble-16bit:
Procedural: Marble PS2.0 (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
60.31
79049040.00
Marble-16bit:
Procedural: Marble PS2.0 (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
256.69
336448064.00
Marble-16bit:
Procedural: Marble PS2.0 (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
250.82
328759232.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Lighting (Phong)-16bit:
Procedural: Water PS2.a (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
1.59
2090415.25
Lighting (Phong)-16bit:
Procedural: Water PS2.a (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Failed
Failed
Failed
Lighting (Phong)-16bit:
Procedural: Water PS2.a (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
1.96
2565515.25
Lighting (Phong)-16bit:
Procedural: Water PS2.a (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
20.54
26917372.00
Lighting (Phong)-16bit:
Procedural: Water PS2.a (HLSL)
16-bit floating-point precision
PS (various versions)
Microsoft shader compiler (HLSL)
Passed
1451.58
1902613248.00

 

 

Point Sprites
Point size
Animation
Shading profile
Shader profile
Screenshot source
Status
FPS
PPS
Small size:
Small (4.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
366.31
7396893.00
Small size:
Small (4.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Failed
Failed
Failed
Small size:
Small (4.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
432.61
8735631.00
Small size:
Small (4.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
879.69
17763646.00
Small size:
Small (4.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
1179.93
23826294.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Medium size:
Medium (10.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
366.35
7397614.00
Medium size:
Medium (10.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Failed
Failed
Failed
Medium size:
Medium (10.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
433.21
8747754.00
Medium size:
Medium (10.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
879.79
17765662.00
Medium size:
Medium (10.0)
Enabled
Diffuse lighting (2 point lights)
VS 2.0 (HLSL)
Render target surface
Passed
1082.37
21856280.00

 

 

Hidden Surface Removal
Geometry level
Sorting profile
Shading profile
Shader profile
Status
FPS
Subset #0:
High
Front to back
Fixed color + texture
VS 2.0
Passed
13.58
Subset #0:
High
Front to back
Fixed color + texture
VS 2.0
Failed
Failed
Subset #0:
High
Front to back
Fixed color + texture
VS 2.0
Passed
16.72
Subset #0:
High
Front to back
Fixed color + texture
VS 2.0
Passed
48.42
Subset #0:
High
Front to back
Fixed color + texture
VS 2.0
Passed
59.41
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Subset #1:
High
Back to front
Fixed color + texture
VS 2.0
Passed
6.29
Subset #1:
High
Back to front
Fixed color + texture
VS 2.0
Failed
Failed
Subset #1:
High
Back to front
Fixed color + texture
VS 2.0
Passed
7.05
Subset #1:
High
Back to front
Fixed color + texture
VS 2.0
Passed
18.41
Subset #1:
High
Back to front
Fixed color + texture
VS 2.0
Passed
16.95

 

 

Pixel Filling
Texture size
Texture number
Texture filter
Aniso
Shader profile
Status
FPS
Fillrate
Bi+Mip:
256x256
1
Bilinear + mip-mapping
(None)
VS 2.0, PS 2.0
Passed
1104.03
1447072640.00
Bi+Mip:
256x256
1
Bilinear + mip-mapping
(None)
VS 2.0, PS 2.0
Failed
Failed
Failed
Bi+Mip:
256x256
1
Bilinear + mip-mapping
(None)
VS 2.0, PS 2.0
Passed
1305.31
1710899328.00
Bi+Mip:
256x256
1
Bilinear + mip-mapping
(None)
VS 2.0, PS 2.0
Passed
3116.92
4085403904.00
Bi+Mip:
256x256
1
Bilinear + mip-mapping
(None)
VS 2.0, PS 2.0
Passed
2374.10
3111784960.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Anisotropic:
256x256
1
Anisotropic
(None)
VS 2.0, PS 2.0
Passed
840.55
1101719936.00
Anisotropic:
256x256
1
Anisotropic
(None)
VS 2.0, PS 2.0
Failed
Failed
Failed
Anisotropic:
256x256
1
Anisotropic
(None)
VS 2.0, PS 2.0
Passed
969.05
1270149888.00
Anisotropic:
256x256
1
Anisotropic
(None)
VS 2.0, PS 2.0
Passed
2261.02
2963563008.00
Anisotropic:
256x256
1
Anisotropic
(None)
VS 2.0, PS 2.0
Passed
2132.10
2794584320.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1103.92
1446931712.00
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Failed
Failed
Failed
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1306.91
1712993152.00
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
3117.71
4086450688.00
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
2341.95
3069647104.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Failed
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
999.39
1309920000.00
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Failed
Failed
Failed
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1094.85
1435036288.00
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
2598.70
3406165760.00
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1363.65
1787366528.00

 

 

Pixel Filling
Texture size
Texture number
Texture filter
Anisotropy
Shader profile
Status
Texel fillrate
Bi+Mip:
256x256
1
Bilinear + mip-mapping
1 (None)
VS 2.0, PS 2.0
Passed
1447072640.00
Bi+Mip:
256x256
1
Bilinear + mip-mapping
1 (None)
VS 2.0, PS 2.0
Failed
Failed
Bi+Mip:
256x256
1
Bilinear + mip-mapping
1 (None)
VS 2.0, PS 2.0
Passed
1710899328.00
Bi+Mip:
256x256
1
Bilinear + mip-mapping
1 (None)
VS 2.0, PS 2.0
Passed
4085403904.00
Bi+Mip:
256x256
1
Bilinear + mip-mapping
1 (None)
VS 2.0, PS 2.0
Passed
3111784960.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Anisotropic:
256x256
1
Anisotropic
1 (None)
VS 2.0, PS 2.0
Passed
1101719936.00
Anisotropic:
256x256
1
Anisotropic
1 (None)
VS 2.0, PS 2.0
Failed
Failed
Anisotropic:
256x256
1
Anisotropic
1 (None)
VS 2.0, PS 2.0
Passed
1270149888.00
Anisotropic:
256x256
1
Anisotropic
1 (None)
VS 2.0, PS 2.0
Passed
2963563008.00
Anisotropic:
256x256
1
Anisotropic
1 (None)
VS 2.0, PS 2.0
Passed
2794584320.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1446931712.00
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Failed
Failed
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1712993152.00
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
4086450688.00
Aniso+Mip:
256x256
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
3069647104.00
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Aniso+Mip-PS3.0 VS3.0:
256x256
1
Anisotropic + mip-mapping
8
VS 3.0, PS 3.0
Failed
Failed
Prolink 5900XT  
Reference Ti4600  
5800 Ultra Reference  
6800 Ultra Reference  
Radeon X800 Pro  
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1309920000.00
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Failed
Failed
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1435036288.00
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
3406165760.00
Aniso+Mip 1024x1024:
1024x1024
1
Anisotropic + mip-mapping
8
VS 2.0, PS 2.0
Passed
1787366528.00

Nip and tuck in most cases though with point sprites and Phong lighting showing as particularly noticeable weaknesses for NV4x.

 

 
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