Published on 22nd Jun 2005, written by Dave Baumann for Consumer Graphics - Last updated: 20th Jul 2007
Z Rejection Performance
Dependant on the organisation of the pipelines the Z rejection rate may scale with the shader pipelines. We'll take a look using the GL_REME application that test various render orders, looking at them in relation to the back to front order, which is the worst case scenario for early pixel rejection.
GL_Reme (FPS)
Back to Front
Front to Back
Random
% Improvement from Back to Front
Front to Back
Random
7800 GTX
Overdraw Factor 3
1507.4
3110.5
2113.5
106%
40%
Overdraw Facter 8
594.2
2166.5
1316.4
265%
122%
6800 Ultra
Overdraw Factor 3
1017.6
2297.5
1482.7
126%
46%
Overdraw Facter 8
395.7
1735.3
949.3
339%
140%
Here we see that although the 7800 GTX has a higher performance in each of the modes, the 7800 GTX isn't quite as efficient as the 6800 Ultra. The difference is not significant enough to suggest that there is much in the way of differences between the two but perhaps there is a little loss of efficiency due to the wider pipeline of the 7800.
Stencil Performance
Game Test 2 in Futuremark's benchmark application 3DMark03 uses an early Z pass and stencil buffered shadows, so we'll look at the rendering performance of the 7800 GTX in this to see how it fares in relation to the 6800 Ultra in a stencil heavy scene.
3DMark03 - GT2
640x480
800x600
1024x768
1280x1024
1600x1200
7800 GTX
194.5
163.9
130.6
97.4
75.1
6800 Ultra
155.6
130.4
103.6
77.4
60.3
640x480
800x600
1024x768
1280x1024
1600x1200
7800 GTX % Faster than 6800 Ultra
25.0%
25.7%
26.1%
25.8%
24.5%
As we've seen before, the double Z rate of previous NVIDIA parts carries across to G70 hence the 7800 GTX still has a performance advantage over the 6800 Ultra in this test. The difference is, in fact, larger than the pure stencil performance difference would suggest, which is likely due to the increased shader capabilities.