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Program to test fillrate and mem band

Discussion in 'Overclocking & Cooling' started by grisnak, May 15, 2005.

  1. grisnak New Member

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    Well, as the topic says, is there a program for testing the fillrate and mem bandwidth on a graphics card? Id like to see how much my OC increased it just for fun :)
     
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  2. djbbenn

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    When I was testing my overclock I used 3DMARK03. There was a fillrate test, but no mem bandwidth. I tested default then did it at overclock. After your finished running it you can look at how many FPS you got and compair it to default. :D

    -Dan
     
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  3. grisnak New Member

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    Yeah, but I wanna know gb/s and such ;)

    Maybe everest pro?

    EDIT: everest pros membandwidth was strange... According to it I had 36000mb/s on my graphics ram, compared to the like 14 gig the gpu database says. Are there different ways to count?
    Is there any test that I can compare with the gpu-database?
     
    Last edited: May 15, 2005
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  4. djbbenn

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    Wow...ha that means you got a 21gig increase lol. I don't know any goods for testing graphic mem though. Google it up I guess. :D

    -Dan
     
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  5. zAAm

    zAAm

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    You can work it out. Memory bandwidth is measured like this:

    (Path width (64/128/256bits) / 8) x RAM MHz = MB/s

    example:

    9550 128bit with 400MHz (DDR) memory

    (128 / 8) x 400 = 6400MB/s

    9550 128bit with 500MHz (DDR) memory (overclocked) then

    (128 / 8) x 500 = 8000MB/s

    Although the GPU database calculates the bandwidth with non-DDR speeds for some or other reason not known to me?? :confused:
     
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  6. grisnak New Member

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    Is there a way to calculate fillrate too?
    Thx for the answer!
     
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  7. zAAm

    zAAm

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    Yeah, but it's more tricky to calculate. An easy way to do this is do a Quake3 timedemo at 640x480 at 32bit and check your framerate. Multiply the resolution (640 x 480 = 307200) and multiply it with your framerate. Then multiply it with the bit depth / 8.

    Example:

    Quake 3 at 640x480 @ 400fps on 32bit

    640 x 480 x 400 x (32/8) = 491520000 pixels/second

    devide by a million to get Mega pixels/sec. ie. 491 Mega Pixels/s

    I hope this is accurate enough... (Use different resolutions to check. CPU and memory bandwidth limitations all influence the fill rate :D )
     
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  8. grisnak New Member

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    thx. wanted to compare to the gpu database so ill try the core*bus/8
    cheers!
     
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  9. zAAm

    zAAm

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    Although it's purely theoretical o'course... ;) But I can see the need to compare it to other GPU's.
     
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  10. djbbenn

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    Nice, those calculations could be very usefull. ;)

    -Dan
     
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  11. grisnak New Member

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    Uhm.. wait.. theres something wrong here...
    128/8 = 16
    250*16 = 4000
    ?
     
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  12. zAAm

    zAAm

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    Oops. My bad. Second time this has happened. I don't pay attention when doing these formulas... ;)

    It's:

    Core clock x (bus width / 32)

    So that would be 250 x (128 / 32) = 1000MB/s = 1GB/s approx.

    Somehow 4 stuck in my mind...
     
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  13. grisnak New Member

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    This formula (475*(256/32) should predict the fillrate if my x800pro. But 475*(256/32) is 3800. And according to the gpu database its 5400..
    Does it have nothing to do with pipelines or something? Or is the gpu db maybe wrong? +_+
     
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  14. zAAm

    zAAm

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    Yup. Just tried to adjust my theory. You're right. When I tried to get it, I tested it only on a couple of cards with all of them 4 pipes. (I though 4 stuck in my mind! ;) ).

    So new formula (the right one this time):

    Core clock x pixel pipes = fill rate :p

    That is on the 9550:

    250 x 4 = 1GB/s

    And on you X800 Pro:

    475 x 12 = 5.7GB/s

    Sorry about this... I should learn to test these before I give them to people! :eek:
     
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  15. zAAm

    zAAm

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    So, to sum up the correct formulas:

    1. Memory bandwidth

      (Memory path width (64/128/256bits) / 8) x RAM clock in MHz = MB/s

    2. Fill Rate (MPixels/s)

      Resolution x Framerate x (Colour depth / 8) = MPixels/s

    3. Fill Rate (GB/s)

      Core clock in MHz x amount of pixel pipelines = GB/s

    Sorry again for all the other mishaps... :eek:
     
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