If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
|
|
#5526 |
|
Junior Member
Join Date: May 2007
Location: SWEDEN
Posts: 32
|
Typing error again? GTS on first page, then they wrote GTX 640...
|
|
|
|
|
#5527 | |
|
Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
|
Quote:
__________________
"Complexity is easy; simplicity is difficult." |
|
|
|
|
|
#5528 |
|
Senior Member
Join Date: Oct 2006
Location: Germany
Posts: 1,003
|
![]() Vs: http://directupload.com/files/myjzmivzgmyw5iwzdgxi.jpg Can this "fat"first SP do an instruction and SF per clock (parallel) or an instruction or SF? Why nVidia did forget to mention, that G80 can do one SF every four clocks?
__________________
Hail Brothers and Sisters! Coranon Silaria, Ozoo Mahoke Eta Kooram Nah Smech! Find Chuck Norris. |
|
|
|
|
#5529 | |
|
R.I.P. 1983-2010
Join Date: Nov 2002
Posts: 2,234
|
Quote:
__________________
Nzone
SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
|
|
|
|
|
#5530 | |
|
Certified not a majority
Join Date: Sep 2003
Location: Sittard, the Netherlands
Posts: 3,178
|
Quote:
If you go DX10, calculate as much of your geometry and lighting as possible, the R600 will most likely do very well, if they get the compiler and resource hazards sorted out. And, it seems that (for now) both of those things run quite a bit below par. On current generation games that use filtered textures for just about anything, it won't surpass the GTX. On next generation games, that use point sampling (data arrays) for much of the workload, it could. It has rather complex texture units, that are very good in point sampling, but much less so in filtered samples, especially if those are floating point.
__________________
The Laws of nature are NOT subject to the majority vote. In the long run. |
|
|
|
|
|
#5531 | |
|
Senior Member
Join Date: Apr 2006
Location: Io, lava pit number 12
Posts: 2,108
|
Quote:
They may get one even before ATI's lesser partners to play with. But the other way around is also plausible, considering all the "leaks" before the G80 launch last November. |
|
|
|
|
|
#5532 | |
|
Senior Member
Join Date: Jul 2004
Location: NY, NY
Posts: 2,680
|
Quote:
Oh they have had it for some time I'm sure |
|
|
|
|
|
#5533 | ||
|
Senior Member
Join Date: Mar 2006
Posts: 1,691
|
Quote:
Quote:
If it is currently doable to use the bandwidth of the texture units to do all kinds of fancy stuff that would otherwise required shader calculation power, doesn't it also make sense to keep this functionality in the TU's and use increased shader power for other stuff (like GS)? It seems that memory bandwidth is about to increase significantly during the coming years, this stuff has to be used for something: if ROP usage isn't increasing much, isn't it likely that it can be most efficiently used for texture operations? I went through the slides of the Cascade demo: It seemed to me that they were still relying a lot on clever texturing techniques in combination with GS to get the best result. (One again, some insight from a 3D programmer would be most helpful.) Also, even if there will be a shift, isn't this something that will take multiple years to complete? Most engines will still need to run decently on DX9, so for the foreseeable future, DX10 usage will be primarily used to add nice effect here and there. And there's, of course, the simple fact that programmers can fall back on tons of well documented existing techniques to make certain things happen, while they'll need to learn a bunch of new stuff to make full use of DX10. Edit: If you saw the human head demo that was recently posted on the Nvidia developers blog, I had the impression that it used an incredible amount of textures to get just the right light behavior. I'd be surprised if this kinds of results can be obtained as efficiently with shaders. |
||
|
|
|
|
#5534 | ||
|
Member
Join Date: Mar 2005
Posts: 270
|
Quote:
Given the huge performance increases we've seen over the course of a couple of driver releases and the fact that in certain instances the X2900 is close to the 8800 GTX (while in others it performs at X1950 XTX levels!) I think we can point to other factors. Do we even know how R600's texturing capabilities stack up to R580's? Quote:
|
||
|
|
|
|
#5535 |
|
Certified not a majority
Join Date: Sep 2003
Location: Sittard, the Netherlands
Posts: 3,178
|
Creating geometry and lots of shader power are good things, as long as most of your potential game buyers have them. Creating geometry is needed for physics, clothing, hair, fluids and deformable terrain, while lots of shading power are great for weather and dynamic lighting.
__________________
The Laws of nature are NOT subject to the majority vote. In the long run. |
|
|
|
|
#5536 | |
|
Senior Member
Join Date: Mar 2006
Posts: 1,691
|
Quote:
|
|
|
|
|
|
#5537 |
|
Senior Member
Join Date: Jul 2004
Location: NY, NY
Posts: 2,680
|
It won't replace texturing through put, but if there is a shift in the bottlenecks, which it seems probably won't happen at least not to the degree the r600 is held back (if infact it ends up the texture units are what is holding it back) then the extra shader power and again possible GS performance advantage will come in. I say possible because the GS problem seems to be actually something trival, but again take this last part with some salt I'm not certain if its really trivial or not but thats along the gist of what I hear.
|
|
|
|
|
#5538 |
|
Certified not a majority
Join Date: Sep 2003
Location: Sittard, the Netherlands
Posts: 3,178
|
Hm. What textures can we remove?
Simple, colored ones? Perhaps, for materials like wood, leaves, rocks, plastic etc. As long as we make sure each polygon uses only a single material. But that won't work for details and most objects. Normal maps and bump maps? That could be done, in many cases, as long as the surface is reasonably smooth, or with lots of straight lines. But probably not for (N)PCs and most objects. And I don't think artists would like that. Light maps? As long as you only use a single material for each polygon, you could remove most of them. So, you could theoretically get rid of many textures that are used for static terrain.
__________________
The Laws of nature are NOT subject to the majority vote. In the long run. |
|
|
|
|
#5539 |
|
Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
|
Sorry for reply to myself, but after looking at this picture again, it seems that one is blurrier then the other. Not a lot, nothing compared to the jpeged mess - but noticeable. Of course, there is a chance that after staring at the monitor for hours my eyes are playing tricks, so what does everyone else think?
__________________
"Complexity is easy; simplicity is difficult." |
|
|
|
|
#5540 | |
|
Senior Member
Join Date: Jan 2003
Location: en.gb.uk
Posts: 1,550
|
Quote:
__________________
2+2 is not a matter of opinion. |
|
|
|
|
|
#5541 | |
|
Member
Join Date: Nov 2005
Location: Rome, Italy
Posts: 473
|
Quote:
So I think there are a lot of problems in optimizing with this architecture. In the VR-Zone review I saw a great result with 3D mark 06 sinthetic vertex shader, where pixel shader test was simply underwhelming. Probably the co-issue thing needs still a lot of work in order to extract maximum performance... |
|
|
|
|
|
#5542 |
|
Regular
|
|
|
|
|
|
#5543 | |
|
Junior Member
Join Date: Sep 2006
Location: North West UK
Posts: 81
|
Quote:
There are differences, but in motion, i think 99.9% of them will go unnoticed.. |
|
|
|
|
|
#5544 |
|
Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
|
So, is that a "yes" or a "no" to one picture being blurrier?
__________________
"Complexity is easy; simplicity is difficult." |
|
|
|
|
#5545 |
|
Member
Join Date: Mar 2004
Posts: 752
|
I wonder because the Geforce 8800 Ultra has "Panic Button" written all over it.
__________________
Never Argue With An Idiot. They'll Lower You To Their Level And Then Beat You With Experience! |
|
|
|
|
#5546 |
|
Member
Join Date: Nov 2005
Location: Rome, Italy
Posts: 473
|
Then why "pixel shader" test was so bad? This GPU should be way off the GTS in pixel shading power, even counting the "missing MUL" on the G80's based GPU.
And in the 3Dmark sinthetic test is on par with GTS. So? Where's the problem IYO? |
|
|
|
|
#5547 | |
|
Harmlessly Evil
Join Date: Feb 2002
Posts: 2,027
|
Quote:
__________________
"Complexity is easy; simplicity is difficult." |
|
|
|
|
|
#5548 |
|
Senior Member
Join Date: Jan 2003
Location: en.gb.uk
Posts: 1,550
|
It's a ZOMG my eyes hurt from the staring!
Seriously though, I think the one on the right is blurrier around the white highlight, the one on the left is blurrier below that in the "valley" in the foreground. But really I think we'd need to see them in motion to assess the real impact in IQ (and honestly I think that a short movie clip would probably show a thousand times more info than a single still).
__________________
2+2 is not a matter of opinion. |
|
|
|
|
#5549 | |
|
Senior Member
Join Date: Jul 2004
Location: NY, NY
Posts: 2,680
|
Quote:
Actually not really a panic button, look at the price of the 8800 Ultra, that kinda started the hints off. I guess it was there just incase, but with a price like that, I think nV already had a good idea of what is coming out, thats was 2 weeks ago. But those emails also have the pics of the different AA modes. So either they go someone to take the shots for them or they took those shots themselves, either way, they had access. |
|
|
|
| Thread Tools | |
| Display Modes | |
|
|