MBDF said:I was wondering if anyone knows the peak vertex setup rate of the 7800 series... is it one vertex per clock?
AFAIK, 2 per clock
picosec said:I did some tests and was never able to get more than one vertex every two vertex engine clocks (the vertex engine runs at a slightly higher clock rate than the core clock).
DeanoC said:Has anybody actually benchmarked this?
I see lots of people say 2 per clock but has anybody done a triangle setup limited test?
The reason is picosec's data meets my understanding, that its a 1/2 per clock (or 2 clocks per tri).
But I've never got round to writing a true benchmark, so I'm not sure.
This guy (or rather his 7800GTX) reached 262M triangles/s. Geometry:lain::Fan is the number you're looking for. I trust that benchmark. I've written itDeanoC said:Has anybody actually benchmarked this?
I see lots of people say 2 per clock but has anybody done a triangle setup limited test?
The reason is picosec's data meets my understanding, that its a 1/2 per clock (or 2 clocks per tri).
But I've never got round to writing a true benchmark, so I'm not sure.
ERP said:You have to disable everything in the render state to hit the theoretical max.
That includes texturing, vertex color and Z I believe, the more iterators required, the longer setup takes.
Circa NV2A you got 2 iterators and every additional one cost.
Simple vertex shaders with multiple texture layers could actually be setup limited on NV2A.
picosec said:If I recall correctly, I was using a single vertex color (so one interator). The card was clocked at 450 MHZ and I was seeing 230-240 mverts / sec.
ERP said:Actually your using at least 2, since position requires an iterator
You may actually have to turn off Z iin order to get maximum through put.
MBDF said:So my question is theoretically with anough vertex pipes tacked on to G70 it is limited by its max vertex setup?
Have we come to any conclusion of as to what the max setup is? It seems to come down to either roughly 230mverts or roughly 450mverts when talking about the 430 mhz version.
Or is it that with real world scenerio, beyond roughly 230mverts is unatainable, but reachable with sufficiant vertex proccesing?
How close is G70 to reaching this number for clipped and culled polygons? IMO this is very important because for visible polygons you're likely to be bottlenecked by the pixel shader anyway, except for shadow maps or stencil passes.ERP said:Peak setup rate is a nice number for manufacturers to quote, but it's a not a useful measure of any real performance.
Mintmaster said:How close is G70 to reaching this number for clipped and culled polygons? IMO this is very important because for visible polygons you're likely to be bottlenecked by the pixel shader anyway, except for shadow maps or stencil passes.
Culled and clipped polygons tend to come in bunches, so the FIFO feeding the PS often gets emptied resulting in idling the most expensive part of the chip. Aside from vertex texturing, I'd say this is the biggest reason for having a unified shader architecture: blasting through hidden primitives.