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#51 | |
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Junior Member
Join Date: Mar 2005
Posts: 26
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Sony is at it again...
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#52 |
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Member
Join Date: May 2005
Posts: 297
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Sony had nothing to do with that quote by the way... Just wanted to mention that before the cries of "OMG TEH EVVIL $ONY HYPE MACHINE!!!11!!1!" This guy is mostly talking about being able to download a person's brain into a computer so you didn't "truly" die and how it'll be possible by 2050...
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#53 |
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Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
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I wonder what matrix were they using. My pocket calculator is 1000 more powerful then my brain when it comes to solving differential equations within a given time span.
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#54 | ||
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Rock Star
Join Date: Oct 2002
Location: Canada
Posts: 961
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http://www.extremetech.com/article2/...1818127,00.asp
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#55 | ||
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Me me me
Join Date: Apr 2002
Posts: 15,367
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And only for consoles. Before we get there, Blue Gene will have taken over the world 5 times and a half and we'll all be slaves of the machines. |
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#56 |
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Member
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256GB/s effective... between what?
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A 255 character limit on my signature? What is the byte number 256 used for? We want to know all the truth!! |
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#57 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,308
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If there are 256 GBytes/s between GPU and edram why they underdesigned their ROPs and fill rate halves when rendering to 64 bits render targets?
I don't believe in the 256 GBytes/s number as the real bandwith between GPU core and edram. |
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#58 |
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Regular
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I don't believe there's 256GB/s between GPU and EDRAM, either.
I do believe there's 256GB/s between the ROPs and the back-buffer. Jawed |
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#59 | |
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Junior Member
Join Date: May 2005
Location: Netherlands
Posts: 25
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Or am I missing something?
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There's just so much you can do with any time given. |
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#60 |
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Regular
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For a while people were saying that the 256GB/s figure inside the EDRAM was fictional...
It was originally described as "effective". It would appear it's real, not effective. Though we're still waiting to get hard facts, so I'll continue to "believe" rather than treat it as a hard fact (admittedly, hard to do). Jawed |
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#61 | |
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Senior Member
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Nite_Hawk |
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#62 | |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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Jaws:
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#63 | ||||||||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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The fixed function stuff would be included in the 1TFLOP number of X360 though... Your above quote is the 51 Giga dots/sec for both CELL and RSX. I took 8 dots/cycle for CELL (VMX+7 SPU)...but the above assumes 7, excluding the VMX for CELL. This would suggest that the '52' number is 52 vec4 units contributing to the 136 shader ops per cycle for RSX, then 136-52 ~ 84 ALUs would be scalar ALUs or ones not capable of dot products on the RSX...i.e. 52 Vec4 units + 84 vec?/scalar units? Vec4 + scalar units can be paired, RSX 52 Vec4 + 52 Scalar + 32 vec? units? :? Quote:
But some of these sites are really just confusing all these numbers. It's 48 Billion shader ops per second for Xenos in the *official* specs, http://www.xbox.com/assets/en-us/xbo...FactSheets.zip Also the "240 floating-point shader ops per cycle" they mention can be easily confused with single precision 240 floating-point ops per cycle (flops)! Which is not accurate as that would be 480 flops per cycle with FMADD! :P Anyway, the numbers on the first page of this thread are accurate from the info we have...and these random sites are throwing all sorts of conflicting numbers around... Quote:
RSX ~ 1.8 TFlops CELL ~ 0.218 TFlops X360 is still quoted at system total ~ 1 TFlops XeCPU ~ 0.115 TFlops Xenos ~ 0.885 TFlops Not sure why one would 'round down' and the other 'round up' given the oportunity. But it could well be that the RSX has alot of fixed function logic on-board that counts to that number whilst the Xenos transistor count has 10 MB of eDRAM which wouldn't contribute to that number... |
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#64 |
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Senior Member
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How in the world does the Nvidia rate at 1.8 Teraflops? Nomatter what I've read it just doesnt add up.
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#65 |
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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Same way Xenos rates at 900 GFLOPS... it's called misleading the consumer. For instance, RSQ could be counted as 1 FLOP, but not in marketing-land. Instead, we'll count the lookup as one FLOP, and count all the FLOPs used in the NR refinement, and then you'd get something like 15-odd flops in a single shader instruction. Or perhaps you can imagine that it does SIN/COS using the first 4/5 terms of the Maclaurin Series and geometrically mirroring the results. That would amount to... what... 30 FLOPs per instruction? So all you have to do is consider how much computing power the GPU would have if you did nothing but SIN and/or COS and/or RSQ for every single instruction you'll ever execute. There's a few TFLOPs for you.
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Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
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#66 | ||
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Registered
Join Date: May 2005
Posts: 3
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"ATI: The 2-terabit (256GB/sec) number comes from within the EDRAM, that’s the kind of bandwidth inside that RAM, inside the chip, the daughter die. But between the parent and daughter die there’s a 236Gbit connection on a bus that’s running in excess of 2GHz. It has more than one bit obviously between them." http://firingsquad.com/features/xbox...view/page3.asp also, old diagram: http://www.xbitlabs.com/misc/picture...bg.gif&1=1 |
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#67 | ||
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Registered
Join Date: May 2005
Posts: 3
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ATI: Well they do z-compares, they do alpha blends, they do blends of samples to make a pixel. That kind of thing. They do stencil operations also. And this is the first time memory has access to something like this, right in the memory, so it never leaves the memory die. The memory and the logic is all built into one die. And it’s also a power savings by the way. http://firingsquad.com/features/xbox...view/page3.asp |
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#68 | ||
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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Jaws:
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#69 | |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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If we take the 136 to 53 shader ops comparison as RSX being "2.57 times NV40", we arrive at 920 Gflops. And btw, it could very well mean RSX has 28 of 32 pixel pipelines (a parallel to Cell
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Binary prefixes for bits and bytes |
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#70 | |
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Naughty Boy!
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#71 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,308
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BTW, you have a PM |
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#72 | ||
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Quote:
Given the emphasis on HDR, they have probably doubled the capabilities of the TMUs handling FP textures, so sampling a FP16 texture is very likely single clock. And texturing is more than 40% of that NV40 figure.
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Binary prefixes for bits and bytes |
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#73 | |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Quote:
It's in the slides pdf. But I'm not sure these numbers are entirely correct. The counting for texture and blend flops seems a bit off.
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Binary prefixes for bits and bytes |
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#74 |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Isolating XeCPU and CELL isn't strictly a total system, apples to apples comparison but I've noticed a few peak metrics missing alongside GFlops. Namely integer and scalar meterics. I haven't seen official numbers on these yet but here's some peak numbers from what we know so far (please feel free to correct me),
-XeCPU, integer, 32bit 1 core ~ 1VMX + 1 IU ~ 4 + 1 ~ 5 integer ops per cycle 3 cores ~ 3*5 ~ 15 integer ops per cycle 15*3.2 GHz ~ 48 Billion integer ops per second -XeCPU, scalar 1 core ~ FPU + IU ~ 2 scalar ops per cycle 3 cores ~ 3*2 ~ 6 scalar ops per cycle 6*3.2GHz ~ 19.2 Billion scalar ops per second -XeCPU, FP, 32 bit 115 GFlops -CELL, integer, 32 bit PPE ~ 1VMX + 1 IU ~ 4 + 1 ~ 5 integer ops per cycle 7 SPUs ~ 7*4 ~ 28 integer ops per cycle CELL ~ 33 integer ops per cycle 33*3.2GHz ~ 105.6 Billion integer ops per second -CELL, scalar PPE ~ FPU + IU ~ 2 scalar ops per cycle 7 SPUs ~ 7*1 ~ 7 scalar ops per cycle CELL ~ 9 scalar ops per cycle 9*3.2 GHz~ 28.8 billion scalar ops per second -CELL, FP, 32 bit 218 GFlops CELL vs XeCPU CELL~ 105.6 Billion integer ops per second, 32bit XeCPU~ 48 Billion integer ops per second, 32bit CELL~ 28.8 Billion scalar ops per second, 32bit XeCPU ~ 19.2 Billion scalar ops per second, 32bit CELL~ 218 GFlops, 32bit XeCPU~ 115 GFlops, 32bit Off course these are peak numbers... |
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#75 |
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Naughty Boy!
Join Date: Feb 2002
Posts: 6,802
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Anybody know where and when MS gave out the 115.2 GFLOPS number? It isn't in any of their official documents. :?
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I've got a working quantum computer prototype in my backyard. The only problem is, it crashes at temperatures above absolute zero therefore is not very overclocker friendly. |
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