Mandelbrot Shader: Holy Effing Crap!
Absolute times to calculate a fixed range of the Mandelbrot set:
| Machine | Concurrency | Language | Time |
| Dual-Opteron | Singlethreaded | C# | ~0.81 |
| Dual-Opteron | Multithreaded | C# | ~0.45 |
| Dual-Opteron | Singlethreaded | C++ | ~0.50 |
| Dual-Opteron | Multithreaded | C++ | ~0.38 |
| XBox 360 | Singlethreaded | C# | ~4.4 |
| XBox 360 | Multithreaded | C# | ~2.1 |
| XBox 360 |
GPU Shader |
HLSL |
~0.05 |
This isn’t even fair because the non-GPU timings are strictly timings of the calculation loop. The GPU timing is actually derived from my frame-rate.
I’m having some trouble getting my shader to run on my desktop (ATI All-In-Wonder with Radeon X800), but will post that number when I can.


