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#1 |
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Mostly Harmless
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Well then, finally put that one to bed, R600 it is.
http://www.xbitlabs.com/news/video/d...525104243.html
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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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#2 | |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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What the deuce!? |
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#3 |
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Member
Join Date: Nov 2005
Location: Who knows...
Posts: 583
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R600... heh. Needs to get me some of that. And Conroe, I'm thinking, at this point.
On a side note, if we can take the 20-25% losses on Xenos going from dynamic allocation to fixed 32/16 ratio to be accurate and realistic... then that's pretty impressive. Of course, he does have a job to do at the same time. |
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#4 |
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Casual Member
Join Date: Feb 2002
Location: switzerland
Posts: 2,088
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Well i expect the next nvidia chip to also be the fastest dx9 chip they've ever build.
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#5 |
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Mostly Harmless
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Huddy using a comparison on Xenos of 32/16 (2/1) is interesting.
Are they back to claiming 16 shaders for R580 then? Because if not, 48/8 is obviously much higher than 2/1.
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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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#6 |
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Senior Member
Join Date: Jul 2005
Location: State of Illusionism
Posts: 2,091
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R600 series, how many times do i have to say it!
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Everything's Eventual Oedipus On The Orpheum Circuit! |
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#7 | |
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Senior Member
Join Date: Jan 2003
Location: Toronto
Posts: 1,557
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This was very interesting (if true).
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on my way to becoming dark matter.......... |
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#8 | |
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Mostly Harmless
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I keed.
__________________
"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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#9 |
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Regular
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Release the damn thing already.
Getting seriously bored... Jawed |
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#10 |
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Member
Join Date: Oct 2004
Location: South Coast, England
Posts: 391
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Is R600 a D3D10 part or not?
My vague understanding was that Nvidia's G80 and ATI's R600 were the next-gen/D3D10 parts... but that linked article keeps on referring it to a DX9 part? Cheers, Jack |
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#11 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,947
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Yes, R600 is DX10 based (this article, I believe, was formed from an initial DX10 breifing that ATI are doing), however, the reality is that R600 and G80 will see far more DX9 code than they will DX10, so they have to be consumate DX9 performers as well as having DX10 capabilities.
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#12 | |
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Member
Join Date: Jun 2002
Posts: 121
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Quote:
Edit; Quote is from this article: http://www.xbitlabs.com/news/video/d...525104034.html Last edited by eSa; 26-May-2006 at 00:48. |
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#13 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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It remains to be seen how well this will compare to nVidia's offering, about which we know nearly nothing (except that from their public statements, it seems unlikely to be a unified architecture).
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April 20, 1979 - America must never forget. |
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#14 | |
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Mostly Harmless
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The initial article from today says:
Quote:
I'm guessing 64 is the minimum we'd be looking at, or you might have scenarios where it couldn't hand R580 the licking you would want it to be able to do. Could it be more than that? Dunno.
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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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#15 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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If, however, it takes quite a bit more logic, and if they're still doing it on 90nm, or even just 80nm (which isn't much smaller), then 64 seems more likely (less is possible, but, as you said, the performance wouldn't be there, and thus such a situation seems unlikely). Edit: Since the current architecture seems to be 70% along the road to unification already, I actually suspect it won't take that many transistors. But just bear in mind that nVidia is currently sitting pretty with an architecture that only requires ~55% the die area of ATI's, and thus can add a whole lot more core logic before even reaching parity on die size. Anyway, I think it's going to be a very interesting fall (or perhaps early next year, if we're unlucky).
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April 20, 1979 - America must never forget. |
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#16 |
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Regular
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I'm holding out for 96 Xenos style pipes and 32 TMU pipes. Gotta keep that 3:1 ratio
Jawed |
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#17 |
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Member
Join Date: Sep 2004
Posts: 520
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But I guess its no surprise theres not *that* many more pipes than the previous gen seeing as each pipe needs to be wider to support a SM4 pipeline no?
So really the budget is blown on redesign rather than additional pipes.
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"It is an embarrassing design flaw of the male brain that tits & ass based sales pitches never, ever get old. We are so easily exploited. It's as if we had an admin user account to our brains set up with no password. This is the only reason why women will eventually rule the world." |
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#18 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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I personally don't expect SM4 to require all that many more transistors over SM3. I think that the real reason we probably won't see more than 64 pipelines is that ATI's already got a big chip, and probably won't want to go any bigger for the next gen.
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April 20, 1979 - America must never forget. |
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#19 | |
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Member
Join Date: Sep 2004
Posts: 520
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Quote:
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"It is an embarrassing design flaw of the male brain that tits & ass based sales pitches never, ever get old. We are so easily exploited. It's as if we had an admin user account to our brains set up with no password. This is the only reason why women will eventually rule the world." |
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#20 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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April 20, 1979 - America must never forget. |
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#21 |
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Regular
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It's true that the new integer stuff in SM4 makes the pipeline more complex, but compared to R580 I dare say a Xenos pipeline is simpler (vec4 MAD + scalar special function versus vec4 MAD or vec3 + scalar special function PLUS vec4 ADD, the "mini-ALU").
So I think it's better to start with a Xenos pipeline and add integer functionality to it. Jawed |
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#22 | |
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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Any examples of these particular pixel-shader limited games that gave them these results?
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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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#23 |
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Mostly Harmless
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Someone in IRC speculated that this 2/1 test was probably driven by the granularlity they could mess with Xenos pipes, in groups of 16.
So, "when ps limited" is probably still valid, and that there is some significant advantage gained when that is true, is probably also still good. . . tho I think I'd take the actual percentages with a grain of salt.
__________________
"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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#24 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Quote:
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April 20, 1979 - America must never forget. |
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#25 | |
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Junior Member
Join Date: Mar 2006
Posts: 66
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