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#1 | |
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Registered
Join Date: May 2004
Posts: 5
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my first post here
just posted this a few hours back at nvnews wanted to knw wht u guys have to say about this r420 does 32 z/stencil operations per clock cycle when antialiasing is enabled nv40 does 32 z/stencil operations per clock when no color is being dealt with this has been mentioned by anandtech Quote:
so in doom 3 when FSAA is enabled, r420 will be doing 32 z/stencil operations all the time nv40 does it only when no color is being used, or when a z/stencil only pass is performed. thus for FSAA amount of time for which r420 does 32 z/stencil operations per clock cycle, is greater than that for NV40 , in a typical doom3 map. on an outdoor map, nv40 will probably do very few 32 z/stencil operations/clock. so when FSAA is enabled, nv40: sometimes 32 z/stencil operations per clock rest of the times 16 z/stencil operations per clock r420: always 32 z/stencil operations per clock in maps with lots of shadows, when FSAA is turned on, r420 will match or exceed nv40 performance because 32x520>32x450 THE performance delta will be even larger in maps with hardly any shadows, especially outdoor maps, but, we all know how nvidias opengl drivers are superior, their performance in opengl games is better, nv40 has ultra shadow technology built into the hardware, and doom3 takes advantage of this, so it will all depend on how the high core frequency of r420 is able to offset the advantages that nv40 has (ultra shadow, 32 z/stencil operations with no color) and when FSAA is not enabled, there is no doubt that nv40 will beat r420 |
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#2 |
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Member
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You're diving a little too deep into this.
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#3 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
With nVidia's heavy acceleration of stencil shadows, I expect the NV4x to perform much better with respect to the R4xx on DOOM3 than it will on other games.
__________________
April 20, 1979 - America must never forget. |
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#4 |
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Rock Star
Join Date: Oct 2002
Location: Canada
Posts: 961
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Especially since the developers have sold their souls to Nvidia.
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#5 |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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I found it interesting that in 3DM03 GT2 and X2, the X800s were slightly ahead w/o AA+AF, yet fell behind when AA+AF were enabled (6800U was also ahead of X800 XT in Fablemark in B3D's review, but Dave didn't include AA+AF benches of it). This goes against the general pattern that the X800 loses less performance when enabling AA+AF, and it also seems to go against both the synthetic benchmarks that show the 6800 can perform far more z ops per cycle and the idea that the X800 can do more z ops per cycle with AA than without. Can I draw a conclusion about either card's stenciling ability from these two tests, or are they otherwise limited so that stencil performance isn't playing a big role in the framerate? Or am I barking up the wrong tree?
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#6 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,949
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Pete - compare the front-to-back render performances.
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#7 |
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Member
Join Date: Feb 2002
Posts: 148
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NV40@400MHz= 12.8 GPixels/sec stencil fill-rate
X800XT@520MHz= 8.3 GPixels/sec stencil fill-rate |
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#8 | |
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Naughty Boy!
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Quote:
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#9 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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32 * 400 vs 16 * 520, and he's ignoring antialiasing. With antialiasing, it's 16.6gp for the XT. Whether or not the AA stencil/z fillrate can be used depends on what the algorithm does (e.g. render to texture)
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#10 | |
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Member
Join Date: Oct 2002
Posts: 364
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Quote:
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#11 | |
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Naughty Boy!
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Quote:
nv40@400mhz 12.8 gpixels/sec stencil fillrate while fsaa x800xt@520mhz 16.6 gpixels / sec stencil fillrate while fsaa Thus giving ati the advantage in fsaa just like the name of the thread ? |
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#12 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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That depends if:
a) you can even enable AA in D3 without a massive performance loss. That depends on what performance is like without AA enabled at modest resolutions. b) you ignore UltraShadow culling |
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#13 | |
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Naughty Boy!
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Quote:
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#14 |
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Member
Join Date: Feb 2002
Posts: 148
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3dmark03 game test 2 should give good indication on how d3 will perform i think. from the xbitlabs review here:
http://www.xbitlabs.com/articles/vid...r420-2_32.html ![]()
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#15 |
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Naughty Boy!
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why does it say af 8x/16x . Does that imply one card is using 8x while the other is using 16x ?
Also why would u give me a benchmark that i don't trust and haven't trusted in almost 2 years |
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#16 |
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Senior Member
Join Date: May 2002
Posts: 2,657
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GF FX 5950 can't do more than 8*....
__________________
Keep in mind, these threads are for entertainment purposes, if 3D tech is your hobby. These rumors should be taken with a grain of silicon - Luminescent |
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#17 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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3dMark03 could also be limited by vertex shader performance too. Remember, it does shadow volume extrusion in the vertex shaders.
It also might use the Z-buffer incorrectly, which could disable Hyper-Z HD. Dunno. |
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#18 |
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Member
Join Date: Feb 2002
Posts: 148
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i guess gametest 2 is as close as you can get to d3 with whats available now regarding shadow implementation
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#19 | |
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Naughty Boy!
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Quote:
Thats what i get from seeing af 8/16 |
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#20 | ||
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Me me me
Join Date: Apr 2002
Posts: 15,348
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Quote:
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#21 | |||
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Naughty Boy!
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Quote:
I find it strange how they put that. I also though the 6800s are capable of 16 af . |
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#22 | ||
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Senior Member
Join Date: Feb 2002
Location: LuleƄ, Sweden
Posts: 1,775
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Quote:
__________________
"Yeah, well, i'm gonna build my own theme park, with Black Jack, and hookers. In fact, forget the park" //Bender - Futurama - episode 2 |
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#23 | |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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Quote:
This saves stencil fillrate, and can also save shader fillrate as well. You understand how z-buffer culling works right? If you go to draw a pixel, and if its z-value shows it is already covered by another pixel, you can early-Z reject that pixel, saving fillrate. Well, UltraShadow (EXT_depth_bounds_test extension) allows you to set a global Z range (zmin/zmax) which will reject fragments outside that range. |
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#24 | ||
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Naughty Boy!
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Quote:
It sounds like a good feature. Didn't they introduce this with the geforce 3 ? |
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#25 | |||
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Naughty Boy!
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Quote:
Although it could very well be only at 8x . |
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