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VIDEO CARDS

Tyan Tachyon G9600Pro
By: SPeeD
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  • Rating: 4 stars4 stars4 stars4 stars4 stars / 7
    2003-10-02

    Table of Contents:
  • Tyan Tachyon G9600Pro
  • Unpacking and Installing
  • Performance
  • Performance (Continued)
  • Performance (Continued 2)
  • Performance (Continued 3)
  • Overclocking And Conclusion

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    Tyan Tachyon G9600Pro - Performance (Continued 2)


    (Page 5 of 7 )

     

    Manufacturer:

       Tyan
      Product:   Tachyon G9600Pro

    Price:

       USD $185

    Reviewed By:

       Mack "SPeeD"

     

    Tyan Tachyon G9600Pro

     

     

    Benchmarks Continued

     

    Code Creatures by CodeCult

     

     

     

    This notoriously graphic intensive benchmark brings even top end video cards to their knees. The Tachyon performs quite a bit better than the 2 other nVidia based cards.

     


    ShaderMark v1.7

    ShaderMark tests DX9 and 2.0 Pixel Shaders. Let's see the outcome between the 2 cards.

     

     

    ShaderMark v1.7 DX9 2.0 Pixel Shader

     

    GF FX5600

    Tyan Tachyon G9600Pro

    Fixed Function - Gouraud Shading
    Fixed Function - Gouraud Shading
    244.93340.07
    Fixed Function - Diffuse Texture Mapping
    Fixed Function - Diffuse Texture Mapping
    213.83313.96
    Fixed Function - Diffuse Bump Mapping
    Fixed Function - Diffuse Bump Mapping
    101.33156.16
    PS 2.0 - Diffuse Bump Mapping
    PS 2.0 - Diffuse Bump Mapping
    97.38158.81
    PS 2.0 - Diffuse Bump Mapping
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    75.70123.63
    PS 2.0 - Bumped Diffuse + Specular
    PS 2.0 - Diffuse Bump Mapping
    104.12167.10
    PS 2.0 - Bumped Diffuse + Specular
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    83.03140.55
    PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
    PS 2.0 - Diffuse Bump Mapping
    100.08182.82
    PS 2.0 - Bumped Diffuse and Specular Lighting with per pixel Specular Exponent
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    80.22151.43
    PS 2.0 - Per Pixel Anisotropic Lighting
    PS 2.0 - Diffuse Bump Mapping
    104.31198.41
    PS 2.0 - Per Pixel Anisotropic Lighting
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    83.13162.19
    PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
    PS 2.0 - Diffuse Bump Mapping
    87.70156.96
    PS 2.0 - Per Pixel Bumped Anisotropic Lighting plus Diffuse
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    72.00132.89
    PS 2.0 - Cubic Environment Bumped Reflections
    PS 2.0 - Diffuse Bump Mapping
    71.04133.07
    PS 2.0 - Cubic Environment Bumped Reflections
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    61.14117.84
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Diffuse Bump Mapping
    63.1094.96
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    54.5682.27
    PS 2.0 - Ghost Shader
    PS 2.0 - Diffuse Bump Mapping
    61.91127.40
    PS 2.0 - Ghost Shader
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    52.57104.23
    PS 2.0 - Cubic Environment Bumped Diffuse and Tinted Reflections with per pixel Fresnel Term
    PS 2.0 - Diffuse Bump Mapping
    70.23137.87
    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
    59.82119.86
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Diffuse Bump Mapping
    74.13137.85
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - Bumped Diffuse Lighting with per pixel intensity falloff
    62.29119.86
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    41.5977.15
    PS 2.0 - 2 Spot Lights
    PS 2.0 - 2 Spot Lights
    28.4067.41
    PS 2.0 - Cubic Environment Bumped Diffuse and Independently Colored Reflections
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    37.8877.18
    PS 2.0 - Cubic Environment Diffuse Light and Tinted Refractions
    PS 2.0 - 4 Lights/Pass Diffuse Bump Mapping
    40.2586.97
     

     

    The clear winner here is the G9600Pro. We can easily see that the G9600Pro is geared much better for next generation applications and software than the FX5600.

     

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