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they also "forgot" to mention nv drivers, chipset drivers, driver settings besides aa/af "level", operating system etc etc. |
I can forgive 'em that, but without knowing the drivers used I can't tell spit about performance. :???:
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BTW, it's techzonept.com, not techzone.pt. :D |
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Hint: Check your units. |
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Anyway, this makes me wonder... if R580 is SO texture limited, then the whole argument of most of current games being texture limited falls... because R580 performs not so bad even comparing to a 8800 GTS. And R600 has WAY more power than R580... |
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Are you telling me G80 has 256 of something similar to R600 FP32 samplers? Are you suggesting that 64 of R600 units can perform only fetch to filtering units so they are not available to fetching unfiltered samples? What I know by reading is that G80 has 64 texture fetch and 64 texture filtering units. I can be wrong. PS: I'm not an expert, I'm only a person wanting to learn :) PS2: I understand now what your're saying, but maybe it was only me that could not explain well :) I tried to say that having less filtering power (less filtering units) per clock, but higher clocks, R600 filtering power is less far to G80's than the mere unit comparison can say. And it was not tied to what I was saying about fetch units. Conclusion: if R600 has half of filtering power of G80, has also 20% more clock, so theoretical number peak power in this case is 60% than G80 R600 has more fetch units and 20% more clock, so in theory it should perform better in this regards, except if there are dependencies |
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Bad launch drivers = bad launch, IMHO. |
I am with Digi. You can only get away with bad launch drivers if your hardware is otherwise absolutely superior. People who have been waiting for upgrade are not going to wait ANOTHER 3-4 months to see how the drivers shake out. 6-8 month is crazy - at this point the replacement cards will come in.
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Nvidia thinks they got turned over a slow spit for G80 Vista drivers, but that'd been nothing compared to the howling they'd have faced if R600 had launched around the same time with working Vista drivers. |
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I never cared for the 8500. :razz: |
Neither here nor there --just a gruesome example of how icky drivers on launch can break your heart (and damage your part's reputation).
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I'm not sure about the games that were tested, but games such as EQ2 and Vanguard show huge differences in framerate even at 1920x1200 or 2560x1600 res. Especially in EQ2, you'll get much more performance at high resolutions by upgrading your CPU than you will by upgrading your Graphics card. Granted, neither of those two were benched. However, my point is that any game that uses lots of physics calculations will be both CPU and GPU bound even at very high resolutions. And Core 2 Duo I would expect to have much better performance with regards to physics calculations than an AMD X2. Benching with different CPU's on different graphics card is just shoddy, lazy, and in extreme cases biased when you are trying to only compare the graphics cards. Regards, SB |
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Any word on whether R600s texture filtering and addressing arrays are globally available to all units for fetch and filter or are they limited to certain ALU groups ala G80 and R580?
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Actually the DX8 modifiers seem like they could be a sore point in R600. What's the betting that, at the very least, source modifiers have to be issued as a distinct instruction? Pretty certain I'd say. So R600 will be slowed down compared with R300. Even the best compiler in the world can't make R600 fully overcome this deficit since R600's not wide enough for all combinations. But R300 has a pipeline hazard related to the DX8 modifier which means that R600 will claw back its loss in situations where R300 had to issue a NOP on the main ALU's prior clock. The difference with R600 is that it's capable of running at higher instruction throughput and should average a higher percentage of its theoretical peak FLOPs. So the compiler writers have got something to get their teeth into. It's important for maximum performance that the compiler is good. The difference is that this pipeline has a higher baseline to work from, even with a compiler that can do no more than issue a vec4/vec3 and (optionally) issue an alpha channel instruction, or issue a special function. Compared with R300, R600 has less corner cases. Well, at least on the surface ahead of NDA, anyway. The way I see it, the dumbest compiler will get more out of the R600 pipeline than the same dumb compiler on R300. There are some corner cases centred on the DX8 modifier mini-ALU - see the CTM documentation if you feel like enumerating them. The example code snippet I gave last night is one of them, actually... But, in conclusion, I think the stark simplicity of R600's ALU pipeline, when presented with vec3/vec4 + scalar code, makes it extremely hard to argue that "it will run worse than R300 unless the compiler is significantly better than R300's." At the same time I agree, R600 will benefit from a tricksy compiler, and those tricksy bits are new, uncharted, territory. When done right it'll show R300 a clean pair of heels. Quote:
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A batch is in one of a number of states:
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http://forum.beyond3d.com/showpost.p...postcount=4812 http://forum.beyond3d.com/showpost.p...postcount=4815 http://forum.beyond3d.com/showpost.p...postcount=4847 it looks like R600 has rather more hardware threading than I surmised last night, so that means there's prolly rather more sequencer logic in there, in order to cut the batch size. This also means that fine-grained ALU redundancy will cost more in terms of overhead, e.g. comparing 1-in-4 with the 1-in-16. So, ahem, R600 right now looks significantly more costly there... Jawed |
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This question only seems to apply to R600. I think RV630 and RV610 are both small enough that there's only a single shader unit. The reason I say this is that both of them have just one RBE (ROP), 4 pipes. They're just like RV530 and RV510 in this respect - just that they have beefier SIMD and TU configurations inside that single shader unit. --- You could interpret these diagrams as scalings based upon Xenos architecture. That would require the kind of routing you describe. I don't know how to affirm or deny this... http://pcweb.mycom.co.jp/articles/20...mages/012l.jpg Jawed |
So from the It-review, which dovetails with a lot of the other rumors we've heard, X2900 is about 90% of a 8800GTS.
This product is a utter disaster for ATI. Why would anybody even buy it over a G80 product, even a 8800GTS, when it's such a power hog? I can see sales being next to nil for this. As I said, the it-review shows it inferior to a 8800GTS. Lets say driver polishing or a stronger review CPU can get it to 100% or 105% of 8800GTS, even so, why would you purchase it when its so hot and power hungry? Therefore the market for this card is maybe 10% of people who just really prefer to buy the ATI brand. That's about it. The other 90% of people, the vast majority of sales will go to Nvidia. I cant believe how bad ATI has gotten.. |
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This was found out, too, later on, and in fact it was also revealed that the first couple of official nV3x drivers from nVidia never even permitted fp32 operation of the gpu--but would in fact run at fp16 while reporting to the end user/customer that he was running at fp32 precision--again, even while nVidia PR was boasting about nV3x's wonderful fp32 capabilities. Of course it was obvious that such a bold and shameless sham would be found out, which it was. That also cleared up any minor performance discrepancies that emerged, as when after public pressure nVidia finally released drivers that put nV3x into fp32 mode, running at fp24 the R300 walked all over nV3x running in fp32. nV3x was also horrible at running SM2.0 code of any description compared to R300, which also explained neatly nVidia's vigorous protests about how "ATI and Microsoft were taking 3d gaming in the wrong direction."....;) It was the "wrong direction" for nVidia at the time, but it seemed to be exactly the right direction for everybody else...;) Then there were the benchmarks like Eidos' Tomb Raider benches that starkly showed how poorly nV3x was as an SM2.x gpu compared to R300, and nVidia was so incensed that the company pressured Eidos to actually can the benchmark and Eidos knuckled under to the pressure. And last but not certainly least was the hullabaloo begun by Extreme 3d and then our very own B3D, which demonstrated to the world how nVidia had deliberately compromised and cheated the 3dMark benchmark in order to produce benchmark scores that showed much better results than nV3x was actually capable of delivering. I cannot imagine that there is anybody alive who fails to clearly remember that...;) To cap, I simply do not remember a single thing in the life of nV3x wherein ATi was accused of cheating--at least, I recall no such accusations by people who attempted even a modicum of objectivity about the situation. In terms of a comparison between nV3x and R3xx, the differences in the gpus were so great and so stark that the concept of ATi "having to cheat" to best nV3x in most every category, if not all of them, was simply required by nobody...;) Once we moved beyond the misleading falsehoods deliberately sanctioned and advanced by nVidia for nV3x, and we moved into the areas of fact in terms of what nV3x actually was as compared to R300, the notion of a cheating ATi simply wasn't required to illustrate the differences in the gpu performances. I want to hasten to add that with nV40 nVidia turned the corner and showed that old dogs indeed can learn new tricks, and joined the 3d party that ATi started with R300, and I think we are all immeasurably better off because of it--even though it is clear to me at least that nVidia had absolutely no choice in the matter at all if it wished to remain a viable 3d gpu company for the long haul. The R3xx-nV3x saga, as sorry as it was, stands as a testament, I think, to the enduring value of competition and how it can improve everyone's lot over time. The companies that fall behind are the companies that fail to learn the new tricks that other companies teach them. It could happen to ATi as easily as it happened to nVidia back in '02, should ATi ever become so comfortable in its position that it feels it can rest on its laurels. I can imagine what a slap in the face R300 must've been in '02 to a cocksure nVidia convinced that after swallowing 3dfx whole it now reigned supreme in perpetuity in the 3d gpu marketplace--especially as nVidia failed to see--as most all of us did--just what a potent new bag of tricks ATi was bringing to the table in terms of the 9700 Pro. Indeed, I was no different, and it took some convincing for me to appreciate R300 at the time for what it was--but as the realization dawned after buying an R300--it was very easy to refrain from ever looking back. I cannot say what R600 will in fact bring to the table in the current horse race. But my gut feeling is that it is going to be something very, very good, and probably pretty special in a number of ways. That's what I expect, anyway--and it's good to know that we have not very long at all to wait before discovering whether or not my gut feeling is on track. Competition is a wonderful thing! |
Up to 5 ops!!!???
What are those 5 ops? Is this the direct ancestor of R600's ALU organisation or is it something rather less exciting? This question's been bugging me for a while, so hopefully someone understands the capability of the vertex ALU pipeline in ATI SM2/3 hardware. Jawed |
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