ATI Catalyst 7.8 (8.40) Beta (XP/2K/Vista 32&64bit)
# Radeon® X1900 series
# Radeon® X1800 series
# Radeon® X1600 series
# Radeon® X1300 series
# Radeon® X850 series
# Radeon® X800 series
# Radeon® X700 series
# Radeon® X600 series
# Radeon® X550 series
# Radeon® X300 series
# Radeon® 9800 series
# Radeon® 9700 series
# Radeon® 9600 series
# Radeon® 9650 series
# Radeon® 9550 series
# Radeon® 9500 series
# Radeon® X1950 series
# Radeon® X1050 series
# Radeon® X1550 series
# Radeon HD 2350 Series
# Radeon HD 2400 PRO
# Radeon HD 2600 XT
# Radeon HD 2900 XT
Windows 2000/Xp
http://www.station-drivers.com/telechargement/ati/ati_8.40-2kxp_beta(www.station-drivers.com).exe
Windows 2000/Xp 64bits
http://www.station-drivers.com/telechargement/ati/ati_8.40-2kxp_beta(www.station-drivers.com).exe
Windows Vista 32/64bits
http://www.station-drivers.com/telechargement/ati/ati_8.40_vista(www.station-drivers.com).exe
Re: ATI Catalyst 7.8 (8.40) Beta (XP/2K/Vista 32&64bit)
Je vubec nekdo, kdo bata drivery instaluje?
Re: ATI Catalyst 7.8 (8.40) Beta (XP/2K/Vista 32&64bit)
Citace:
So far, testing under RightMark3D 2.0 reveals significant boost in PS4.0 Mineral shader test - 335 fps, a full 20% over the 8800Ultra score.
... .
Re: ATI Catalyst 7.8 (8.40) Beta (XP/2K/Vista 32&64bit)
Citace:
Původně odeslal
no-X
... .
To je sice hezké, ale ve fire testu to má 4fps stále
Re: ATI Catalyst 7.8 (8.40) Beta (XP/2K/Vista 32&64bit)
A proč je třeba, aby R600 měla zrovna ve fire-testu víc? Zvlášť pokud jde o typ shaderu. který se v reálných hrách prakticky nevyužívá:
Citace:
Původně odeslal Ryszard Sommefeldt, Beyond 3D
There's a weighting function (8 clocks on R600 I think) which does a bunch of dependent scalar MUL/ADD/MADD, and a gradient calculation (16 clocks on R600, MULs + transcendentals), run 32 times each to generate the shader's noise, which then feeds a small loop over scalar floats to accumulate.
Citace:
Původně odeslal Scott Wasson, The TechReport
Dependant Scalar Instructions — Basically this test issues a bunch of scalar MAD instructions that are sequentially executed. This way only one out of 5 slot of the super-scalar instruction could be utilized. This is absolutely the worst case that would rarely be seen in the real-world shaders.