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#76 |
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Regular
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http://www.beyond3d.com/forum/showpo...2&postcount=14
Based on fillrate tests: X1600XT ![]() X1800XL ![]() 7800GTX ![]() I'm in too much of a rush to gather together the X1900XTX, 7900GTX results - I'm sure someone can manage. Also, we should have Colour+Z measured fillrate results for the new GPUs from B3D's reviews. Jawed |
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#77 |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,764
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I'd prefer something stencil fillrate limited like Fablemark.
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People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. |
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#78 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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#79 | |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Binary prefixes for bits and bytes |
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#80 | |
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Member
Join Date: Jan 2006
Posts: 285
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#81 | |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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#82 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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#83 |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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Ah, so it's merely capable of two samples per clock, but other bottlenecks may exist? Another "loop through the ROP" doesn't translate to precisely one clock cycle, then.
I meant to say that ATI's h/w MSAA, as I understand it from Dave's reviews, can only apply two samples per "loop" through the ROP, so 4x MSAA would require another loop by definition of the architecture in question. I'm probably being very loose with "clock cycle" and "pass." In fact, I'm not even sure if "loop" is synonymous with "pass" in all instances. Sorry about that. Mind setting me straight? |
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#84 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,949
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This is a wording thing. There is nothing "by definition" of MSAA that states 4x MSAA must take 4 cycles, nor is there anything "by definition" that states an architecture must take 4 cycles, it just happens that all desktop MSAA capable parts at the moment do, apparently, take 2 cycles for 4x MSAA (and this is most likely due to bandwidth constraints).
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#85 | |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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http://www.beyond3d.com/reviews/ati/...index.php?p=07 That gives us the following numbers for pixels per clock. Code:
color z only z+color NoAA 4 8 4 2xAA 4 8 4 4xAA 4 4 4 6xAA 4 8/3 8/3 The reasons that 4xAA performance is still lower in practice are that higher AA means a bigger framebuffer and therefore more page breaks and less texture memory, higher bandwidth requirements for incompressible tiles, and the above numbers for color are only true for polygon interior pixels.
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Binary prefixes for bits and bytes |
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#86 |
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Senior Member
Join Date: Jun 2003
Location: Montreal, Canada
Posts: 1,001
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More rumblings about TSMC having ongoing issues with 80nm yields.
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#87 | |
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Mostly Harmless
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#88 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,949
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Accord to the Reg ATI denies these claims, although there's no detail on the denial.
http://www.reghardware.co.uk/2006/04...ies_80nm_slip/ |
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#89 | ||
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Mostly Harmless
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Quote:
Based on, apparently, Quote:
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#90 |
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Senior Member
Join Date: May 2005
Posts: 2,038
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geo: And what if Dave knows the truth and this link was just a hint?
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Sorry for my English. But I hope it's better than your Czech |
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#91 | |
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Mostly Harmless
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Quote:
And the rest of that observation is ". . .but not always, and the skill is in correctly divining the difference." Or something like that. Possibly with a nod to Dr. Freud and his cigars.
__________________
"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#92 | ||
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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#93 |
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Mostly Harmless
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A new Rumor That Will Not Die*: http://www.theinquirer.net/?article=31492
Computex as originally expected? Err, wasn't there an ATI roadmap floating around in, like, January, that was pointing at August for RV560? *Btw, when are we going to be able to buy those 32 pipe R520s, anyway?
__________________
"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#94 | |
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Member
Join Date: Aug 2002
Posts: 306
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That´s just INQ doing another "Oh, wait. We need to fill the void regarding ATI´s new GPUs with something that sounds interesting and new." |
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