Alexy, maker of Rivatuner, uncovered Nvidia cheating in 3DMark2001SE(as some of you know) by designing his Rivatuner program to stop shader detection in apps such as 3DMark. He claimed to be testing his program on an R300 class board next, so I patiantly waited to see what he would find. Unfortunately, he found this....
Although the score in the Nature test did not jump as high as Nvidia's did, I'm pretty bummed now, knowing that the benchmarks I have been relying on the LAST TWO YEARS were skewed by BOTH companies.
3DMark 03 = 4,140
<A HREF="http://service.futuremark.com/compare?2k3=897633" target="_new">http://service.futuremark.com/compare?2k3=897633</A>
<font color=red>AthlonXP 2100+/Radeon 9500Pro</font color=red>
<font color=red>120% Myself!</font color=red>
You need to look at the scores of Game Test 4 'Nature' in both tests. 3DMark2001SE is a test of both DX8, and DX8.1 functionality. GT4 is asking for DX8 pixelshader 1.0, and ATi's Catalyst drivers are detecting it and delivering DX8.1 ps1.4 for R200 based cards, and DX9 ps2.0 for R300 based cards. They are supplying a faster driver to do the job, yes,....but they are using a method of application detection stored in their drivers to do the swap. Regardless, 3DMark is calling for pixelshader 1.0, not 1.4, or 2.0. I would probably get by with calling it an optimization if they werent using a detection method to achieve it. But they are.Unwinder:
Catalyst 3.4
3DMark Score 11676
Game 1 - Car Chase - Low Detail 167.6 fps
Game 1 - Car Chase - High Detail 61.3 fps
Game 2 - Dragothic - Low Detail 206.8 fps
Game 2 - Dragothic - High Detail 119.7 fps
Game 3 - Lobby - Low Detail 157.2 fps
Game 3 - Lobby - High Detail 71.1 fps
Game 4 - <b>Nature 66.0 fps</b>
Fill Rate (Single-Texturing) 961.3 MTexels/s
Fill Rate (Multi-Texturing) 2160.8 MTexels/s
High Polygon Count (1 Light) 54.8 MTriangles/s
High Polygon Count (8 Lights) 13.6 MTriangles/s
Environment Bump Mapping 129.5 fps
DOT3 Bump Mapping 128.0 fps
Vertex Shader 149.6 fps
Pixel Shader 199.6 fps
Advanced Pixel Shader 149.4 fps
Point Sprites 27.0 MSprites/s
Ñatalyst 3.4 + ATIAntiDetector
3DMark Score 11291
Game 1 - Car Chase - Low Detail 165.4 fps
Game 1 - Car Chase - High Detail 63.2 fps
Game 2 - Dragothic - Low Detail 207.5 fps
Game 2 - Dragothic - High Detail 119.3 fps
Game 3 - Lobby - Low Detail 155.5 fps
Game 3 - Lobby - High Detail 70.8 fps
Game 4 - <b>Nature 47.1 fps</b>
Fill Rate (Single-Texturing) 963.4 MTexels/s
Fill Rate (Multi-Texturing) 2154.2 MTexels/s
High Polygon Count (1 Light) 54.0 MTriangles/s
High Polygon Count (8 Lights) 13.7 MTriangles/s
Environment Bump Mapping 129.2 fps
DOT3 Bump Mapping 128.0 fps
Vertex Shader 149.1 fps
Pixel Shader 199.4 fps
Advanced Pixel Shader 149.6 fps
Point Sprites 27.0 MSprites/s
AT least 3 pixel shaders are detected (1@1.1 and 2@2.0), texture detections (thats how GT4 in 3dmark2001 is detected) ....
Full texture patterns& shader code are in the driver, but although easy to see what they do, its very hard to make FULL anti-detect patch.....
.... what ATi make with these 2 p.sh. 2.0 is hardly "shifting" ......
Although the score in the Nature test did not jump as high as Nvidia's did, I'm pretty bummed now, knowing that the benchmarks I have been relying on the LAST TWO YEARS were skewed by BOTH companies.
3DMark 03 = 4,140
<A HREF="http://service.futuremark.com/compare?2k3=897633" target="_new">http://service.futuremark.com/compare?2k3=897633</A>
<font color=red>AthlonXP 2100+/Radeon 9500Pro</font color=red>
<font color=red>120% Myself!</font color=red>