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本帖最后由 mindfury 于 2009-11-3 10:28 编辑
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Overall, HD4870 is 145% of the speed of GTX280.
"ALU Cycles" is calculated as the theoretical fillrate divided by achieved fillrate and then multiplied by 10, since HD4870 has a 10:1 ALU:fragment ratio.
This is a set of 519 shaders across 10 games. I've drawn up a number of rules to identify results that are suspect, and therefore rejected, from the set of 4949 total game shaders. A lot of the rules are based on intra-family performance scaling, e.g. HD4870 against HD4850 or HD3870. I've been both too lenient in some cases and too strict in others, which is why the longest shader is only 103 cycles (1170MP/s on HD4870 and 802MP/s on GTX280). I'll prolly spend more time on the rules at some point, particularly as I suspect there are plenty of long shaders that shouldn't be excluded (e.g. some Oblivion shaders appear to be pretty long, e.g. 253MP/s on GTX280 which runs at 625MP/s on HD4870).
http://forum.beyond3d.com/showth ... lu+cycle&page=2 |
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