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VIDEO CARDS

FIC Radeon 9600 Pro
By: KaoMAN
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  • Rating: 4 stars4 stars4 stars4 stars4 stars / 21
    2003-10-08

    Table of Contents:
  • FIC Radeon 9600 Pro
  • Box contents
  • Let the benchmarks begin
  • More benchmarks
  • And more benchmarking
  • Benchmarks part 4
  • Benchmarks part 5
  • Overclocking
  • Conclusion

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    FIC Radeon 9600 Pro - And more benchmarking


    (Page 5 of 9 )

     

    Manufacturer:

       FIC
      Product:   ATI Radeon 9600 Pro (RV350)

    Price:

       USD$140

    Availability:

       NOW

    Reviewed By:

       kaoman

    Edited By:

       Mack "SPeeD"

    FIC A96P Radeon 9600 Pro 128MB

     

    Shadermark v1.7 (DX9 2.0 Pixel Shader Benchmark)

    On to the R9600 Pro's pixel shader performance! The older Ti4280 obviously doesn't support 2.0 shaders so it was left out.

     

    ShaderMark v1.7 DX9 2.0 Pixel Shader

     

    FIC Radeon 9600 Pro 128MB (FPS)

    Albatron GF FX 5600 256MB (FPS)

    Fixed Function - Gouraud Shading
    Fixed Function - Gouraud Shading
    337.72233.58
    Fixed Function - Diffuse Texture Mapping
    Fixed Function - Diffuse Texture Mapping
    310.65205.82
    Fixed Function - Diffuse Bump Mapping
    Fixed Function - Diffuse Bump Mapping
    152.2399.47
    PS 2.0 - Diffuse Bump Mapping
    PS 2.0 - Diffuse Bump Mapping
    133.4895.70
    PS 2.0 - Diffuse Bump Mapping
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    109.3874.67
    PS 2.0 - Bumped Diffuse + Specular
    PS 2.0 - Diffuse Bump Mapping
    149.10102.15
    PS 2.0 - Bumped Diffuse + Specular
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    129.5481.69
    PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
    PS 2.0 - Diffuse Bump Mapping
    152.8498.28
    PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    132.2079.00
    PS 2.0 - Per Pixel Anisotropic Lighting
    PS 2.0 - Diffuse Bump Mapping
    174.25102.26
    PS 2.0 - Per Pixel Anisotropic Lighting
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    148.0381.73
    PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
    PS 2.0 - Diffuse Bump Mapping
    141.2186.30
    PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    123.0571.03
    PS 2.0 - Cubic Environment Bumped Reflections
    PS 2.0 - Diffuse Bump Mapping
    115.8569.81
    PS 2.0 - Cubic Environment Bumped Reflections
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    105.0460.29
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Diffuse Bump Mapping
    88.0561.76
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    80.4553.88
    PS 2.0 - Ghost Shader
    PS 2.0 - Diffuse Bump Mapping
    110.4361.23
    PS 2.0 - Ghost Shader
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    93.9552.08
    PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
    PS 2.0 - Diffuse Bump Mapping
    121.6069.23
    PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    108.8359.06
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Diffuse Bump Mapping
    122.8573.00
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    109.2261.46
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    62.4040.61
    PS 2.0 - 2 Spot Lights
    PS 2.0 - 2 Spot Lights
    48.7328.00
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    64.5437.04
    PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    70.1739.35
     

    The FIC R9600 Pro beats the FX5600 in every single category. Although not an FX5600 Ultra, the FX5600 tested does have twice the onboard memory. Though clock speeds may be supreme.. the R9600 Pro has such a considerable lead that its pixel shader performance must simply be superior.


    Splinter Cell

    Although the game utilizes older pixel shaders, it's a good test to stress a video card till it cracks. Especially since the demo used, recorded in the level "The Caspian Oil Refinery," uses two different pixel shaders to generate an ocean surface and night vision.


     

     

    With these results, the R9600 Pro again shows it is capable of leading the mainstream performance sector. The age old Ti4280 shows it still has some fight left in it, but I'm sure if AA/AF were to be enabled, it wouldn't perform anywhere near close to the 9600.

     

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