ShaderMark is developed by Thomas Bruckschlegel of Tommti-Systems.de. ShaderMark 2.0 is a DirectX 9.0 pixel shader benchmark. All pixel and vertex shader code is written in Microsoft?s High Level Shading Language. ShaderMark provides the possibility to use different compiler targets + advanced options.
Currently there is no DirectX 9.0 HLSL pixel shader benchmark on the market. Futuremark's 3DMark03 (www.futuremark.com) and Massive's AquaMark 3.0 (www.aquamark.com) are bases on hand written assembler shaders or partly HLSL shaders. HLSL is the future of shader development! The HLSL shader compiler and its different profiles have to be tested and this gap fills ShaderMark v2.0. Driver cheating is also an issue. With ShaderMark, it is easily possible to change the underlying HLSL shader code (registered version only) which makes it impossible to ?optimize? a driver for a certain shader, instead of the whole shader pipeline. The ANTI-DETECT-MODE provides and easy way for non-HLSL programmers to test if special ?optimisations? are in the drivers. Technical Features HLSL shaders only pixel/vertex shader targets: ps_2_0, ps_2_a / vs_2_0 with it?s advanced features (partial precision, predication) multiple render targets sRGB textures support for floating point textures and render targets (A16B16G16R16F, A32B32G32R32F, R16F and R32F) picture quality mode gamma correction through DAC(old way) or frame buffer write(new way) most shaders uses an IBL (image based lighting) texture width range of display options can be changed shader execution is based on the hardware?s feature set, if specific features are not supported, the specific shader(s) will not work, for example the floating point texture shaders won?t work on current (driver version 45.23) NVIDIA GeForceFX cards, but maybe in the future ANTI-DETECT-MODE fights against shader and texture specific optimisations ShaderMark v2.0 will be around 30 MB. More info here.