ShaderMark image quality
One of the quirks of running ShaderMark on the GeForce 6800 Ultra with 32-bit precision was a texture placement problem with the background texture (not the pixel shaders or the orb thingy, just the background.) The problem didn't show up in "partial precision" mode, but it did in FP32 mode. Since the changing background texture is distracting, and since 16 bits per color channel is more than adequate for these pixel shaders, I've chosen to use the "partial precision" images from the GeForce 6800 Ultra.
The images shown are the GeForce 6800 Ultra screenshots, until you run your mouse over them, at which point the Radeon-generated images will appear. Be warned, though, the differences are very subtle.

Per pixel diffuse lighting (move mouse over the image to see the Radeon X800 XT's output)

Car surface (move mouse over the image to see the Radeon X800 XT's output)

Environment bump mapping (move mouse over the image to see the Radeon X800 XT's output)

Self shadowing bump mapping with phong lighting (move mouse over the image to see the Radeon X800 XT's output)

Procedural stone shader (move mouse over the image to see the Radeon X800 XT's output)

Procedural wood shader (move mouse over the image to see the Radeon X800 XT's output)
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