A quick read of just about any X800 material would tell you it's got 6 vertex shaders.
Erm, I meant the yet unreleased X800 (SE?) card? Or is that one not going to come?
X800 Pro/XT have 6 vertexshaders, I know that much.
A quick read of just about any X800 material would tell you it's got 6 vertex shaders.
Scali said:A quick read of just about any X800 material would tell you it's got 6 vertex shaders.
Erm, I meant the yet unreleased X800 (SE?) card? Or is that one not going to come?
X800 Pro/XT have 6 vertexshaders, I know that much.
The vertexshaders are the most complex processing unit in the entire chip, they would be the first to go in a budget model.
Vertex Shaders are cheap in comparison to the pixel shader pipeline - only one Vector and one Scalar ALU and without requirements for texture processing (in VS2.0) and associated caches ensures their silicon budget is much less.
Scali said:(and I do not count texture units as parts of pixelshader units).
Cutting an entire pixel pipeline may save more silicon, but why stop there if you can also cut a vertex pipeline?
They are an integral part of the fragment pipeline!
Because you might be targetting other, specific, markets with it.
Scali said:If I understood correctly, it was aimed at the budget OEM market. Wouldn't make a lot of sense to offer that much vertexprocessing power that they cannot even use in most software. Since it's supposed to be budget, they should just cut the units, since they are only adding to the cost of the card, and not to the performance in most software.
And ATi is known to cut vertexshaders on budget chips. They also cut part of HyperZ, for the same reason: the cost in transistors doesn't justify the performance gain in a budget chip.
You can have as many texture units per pipeline as you want, although nobody would want less than 1 today
That's why they're called units. A pipeline is not a unit, it is a set of units.
I am not tech-savvy enough to discuss the complexities of vertex shader units, but an 8-pipe part in the $200 segment can hardly be classified as a "budget" solution.
Yes, but at the moment they do all come as a package – a fragment shader in the R300 pipeline consists of the texture samplers, the texture address processor, two ALU’s, various bits of cache and the ROP and that is all packaged up (and usually in a grouped in a quad of processors) – removing a single element of this requires much more reworking since that is how the pipeline is designed. In total there are 32 FP24 ALU’s (of differeing capabilities), 16 texture samplers, 16 tex address processors, etc., etc. in R420 (and half that in a theoretical 8 pipeline) - conversely the VS of R420 is 6 FP32 Vector ALU’s and 6 Scalar; on balance the VS is much smaller even when you remove half the pixel processing capabilities.
ATi has also halved the vertexshader units in the previous models, it would seem logical that they do this again.
Unless there are other specific requirements.
Scali said:Unless there are other specific requirements.
What requirements could that possibly be? Perhaps you should read this thread from the beginning.
We'll see when the hardware arrives. $5 says it's not going to have 6 vertex units if it doesn't have more than 8 pipelines
$10 says Dave knows exactly what he's talking about, while you're just talking out your a**e (as usual).
Scali said:Whatever the case, less is cheaper, and 6 vertexshader units are not going to be very busy if half the pixelpipelines are missing.
They will be equally busy if the resolution is also halved.
keeping the same number of vertex pipelines allows you to run same software at same speed, but with just smaller resolution.
This seems very reasonable, your game can run acceptable/well even with mainstream card, but if you want to use high resolution or high AA mode, you have to pay for the high end model.
Dave has already indicated that the RV410 is targeted at the professional market where Vertex performance is more important. Obviously the "mainstream performance" games market is the main thing but with the 6 Vertex units they should be able to create a competitive FireGL product with it also.