This performances are measured by rendering one geometric quad covering the full screen (as we are using complex fragment programs,
we want to measure the fillrate).
The geometry is textured using our Pattern Based Procedural Textures.
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Aperiodic Tiling
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Aperiodic Tiling with spatial
probability distribution control (Areas Map)
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Aperiodic Tiling with dithered Areas Map
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Aperiodic Tiling with dithered Areas Map
and transitions
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Code length (compiled with Cg 1.0)
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56 instr.
|
65 instr.
|
117 instr.
|
512 instr.
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Number of texture lookups
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5
|
7
|
10
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39
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GeForceFX prototype
640x480
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24.5 FPS
|
15.5 FPS
|
8.5 FPS
|
1.1 FPS
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GeForceFX 5800 Ultra
640x480
|
85 FPS
|
78 FPS
|
17.4 FPS
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1.9 FPS
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