What shader math costs, per GPU architecture.
The cost models SweetOpt uses to find faster shader code, measured on real cards with GPU Blueprint's OpBench. The goal: every architecture that runs DirectX 11.
1.0 = one fma (a fused multiply-add at full rate), measured as throughput: many independent operations in parallel. Lower is better. Numbers are rounded to what the cost models use. Texture costs are on the TexBench page.
Architectures
Greyed-out architectures have no cost model yet. If you have one of those cards, running GPU Blueprint and sending the report puts it on the map.
One operation on every architecture
Coverage
Cards measured
Cards of the same architecture measure alike, so they share one cost model.
Measure your card
Download GPU Blueprint from the releases page, unzip it and double-click GPU-Blueprint.bat. When it is done it offers to send the reports. Only the card, its driver version and the measurements are published.