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oZone[3D].Net GPUs Database - Asus NVIDIA Geforce 7950 GX2 - GPU G71




GeeXLab
Current version: 0.45.1
>GeeXLab homepage

FurMark
Current version: 1.30.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.55.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.26.0.0
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.4
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples
 


Asus NVIDIA Geforce 7950 GX2 - GPU G71

Last Update: March 3, 2007


» Back To GPU Database



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10 - 7950 GX2: Benchmarks - ArchMark


ArchMark v0.50

ArchMark Setup

ArchMark Report:

ArchMark 0.50
Driver: GeForce 7950 GX2/PCI/SSE2/3DNOW! v2.1.0
Resolution: 1024x768 @ 60.04Hz
Flushing commands, no buffer swaps
Fillrate
  • 32 bits
    • Mode: R8G8B8A8 Z24 S8
    • 7.543 GPix/s color only
    • 14.981 GPix/s z only
    • 7.543 GPix/s color and z
    • 7.542 GPix/s z tested (pass), color and z
    • 31.026 GPix/s discardable by LEQUAL depth test
    • 7.543 GPix/s discardable by GEQUAL depth test
    • 31.027 GPix/s discardable by EQUAL depth test
    • 13.652 GPix/s stencil writes
    • 31.025 GPix/s discardable by EQUAL stencil test
    • stencil test passed
      • 14.165 GPix/s pure stencil updates
      • 10.585 GPix/s z fail (LEQUAL), stencil update
      • z test passed (LEQUAL)
        • 14.945 GPix/s stencil update
        • 10.585 GPix/s stencil update, z update
        • 7.543 GPix/s color replace
        • 7.543 GPix/s z update, color replace
        • 7.543 GPix/s stencil update, color replace
        • 7.533 GPix/s stencil update, z update, color replace
  • 16 bits
    • Mode: R5G6B5A0 Z16 S0
    • 7.542 GPix/s color only
    • 14.980 GPix/s z only
    • 7.543 GPix/s color and z
    • 6.342 GPix/s z tested (pass), color and z
    • 31.029 GPix/s discardable by LEQUAL depth test
    • 7.543 GPix/s discardable by GEQUAL depth test
    • 31.029 GPix/s discardable by EQUAL depth test
Bandwidth
Mode: R8G8B8A8 Z24 S8
  • available to buffer clears
    • 140.892 GB/s all buffers
    • 278.836 GB/s color only
    • 94.750 GB/s depth and stencil
    • 205.298 GB/s depth only
    • 35.319 GB/s stencil only
  • 86.263 GB/s worst case draw bandwidth
  • 188.882 MB/s burned by the RAMDAC
  • 86.452 GB/s estimated physical bandwidth
Geometry
Mode: R5G6B5A0 Z0 S0
  • Plain vertices
    • 232.289 MTris/s as triangle fan
    • 131.809 MTris/s as triangle list
    • 133.156 MTris/s clipped
  • Vertex shading speed
    • 66.575 MTris/s lit (one directional light)
    • 65.550 MTris/s lit (one point light)
    • 21.604 MTris/s lit (eight point lights)
Texturing
Mode: R5G6B5A0 Z0 S0
  • Textured fillrate
    • Bilinear filter
      • 7.103 GPix/s w 1 layers
      • 5.924 GPix/s w 2 layers
      • 3.955 GPix/s w 3 layers
      • 2.968 GPix/s w 4 layers
    • Trilinear filter
      • 6.515 GPix/s w 1 layers
      • 3.467 GPix/s w 2 layers
      • 2.319 GPix/s w 3 layers
      • 1.740 GPix/s w 4 layers
Readback
Mode: R8G8B8A8 Z24 S8
  • Whole buffer
    • 198.924 MPix/s of R8G8B8A8 colors
    • 231.963 MPix/s of B8G8R8A8 colors
    • 201.825 MPix/s of R8G8B8 colors
    • 216.628 MPix/s of B8G8R8 colors
    • 203.400 MPix/s of depth data (unsigned integer)
    • 204.238 MPix/s of depth data (float)
    • 229.387 MPix/s of stencil
  • 32x32 region
    • 27.245 MPix/s as R8G8B8A8
    • 29.054 MPix/s as B8G8R8A8
    • 27.317 MPix/s as R8G8B8
    • 27.187 MPix/s as B8G8R8
    • 27.242 MPix/s of depth data (unsigned integer)
    • 27.408 MPix/s of depth data (float)
    • 28.855 MPix/s of stencil
Texture cache
Mode: R8G8B8A8 Z24 S8
  • 4B using RGBA textures(CSV)
  • 32 kiB using DXT1 textures(CSV)
  • 32 kiB using DXT5 textures(CSV)
Tiling
Mode: R8G8B8A8 Z24 S8
  • preferred block alignment
    • updating all buffers (CSV)
      • 8 pixels wide
      • 4 pixels high
    • in color buffer (CSV)
      • 8 pixels wide
      • 4 pixels high
    • in depth buffer (CSV)
      • 8 pixels wide
      • 64 pixels high
    • in stencil buffer (CSV)
      • 8 pixels wide
      • 64 pixels high


[ Index ]

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GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
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