Ooh, looks like quite a convincing argument for a fake.
The screw-up with the white/grey could reflect another rush job by AMD though - plenty of mistakes in previous slides.
Jawed
This appears to be the start of the 800 rumour:Holy crap. I think on this site someone actually HAD that idea that RV770 was 800 shaders. Who was that?
AMD or ATI have a history of mistakes, so I wouldn't be surprised. It's interesting that NVidia appears to have started making mistakes, but generally NVidia's slides seem to spend longer in QA...Just look at that real 2900xt slide and notice the "Giga FLOPS" mistake made in the last row (all others say GigaFLOPS where the last one says Giga FLOPs), which is quite a big mistake, and whoever did that mistake could very well do the mistakes pointed out in the "fake" slide.
see the yellow thingies inside the red shader blocks? the big question is how many of these are in the rv770 per red block.
if it's 5 then 800 is correct (160 * 5 = 800)
if it's 3 then 480 is correct (160 * 3 = 480)
Holy crap. I think on this site someone actually HAD that idea that RV770 was 800 shaders. Who was that?
I don't believe ATi will adopt CUDA and PhysX, I don't even believe what Fudzilla says about nVidia offering those technologies to ATi. A few weeks ago I spoke to an nVidia PR guy and he told me CUDA and PhysX are two things their cards will have and the competition won't, giving nVidia a clear advantage. Now there's the question - would it be better for them if they risked keeping it for themselves, or will they play safe and let the competition support it as well so that no developers will be afraid of using it?
I'm not quite sold on the 800SPs. If really true, are we talking about "similar" 5D units (though everything else would be a big change architecture-wise) as on r6xx? What's the arrangement? 5 clusters x 32 (increasing batch size by a factor of 2), 10 clusters x 16 (probably adding quite a bit of overhead due to increased thread dispatch / arbiting)?As R6xx was obviously texture and z-fillrate bound; now that the math processing power has increased to 2.5x what it was, shouldn't the texture fillrate have increased more than three times? I think it only increased less than 2 times as the texture units doubled and their clockrate actually lowered.
AMD or ATI have a history of mistakes, so I wouldn't be surprised. It's interesting that NVidia appears to have started making mistakes, but generally NVidia's slides seem to spend longer in QA...
Jawed
I wouldn't be so sure about that. nVidia has much greater market share than ATi, they work with game devs, they have very dexterous marketing and they can push a new technology if they want to. It'll be a little harder, but they can do it.If it will not be adopted it will die at some point. Just like all the things AMD/ATI brought to the gaming market that was never adopted by nVIDIA.
Both companies should have a desire to accept one standard and cooperate on developing it. But do you really believe nVidia would be willing to let ATi support CUDA and PhysX after they spent years developing the first and millions of dollars acquiring the second? Right now, nVidia has those technologies, ATi doesn't and the green team's marketing will use this to their advantage.ATI should have no desire to actually support this, seeing as it is something nVIDIA develops.
Holy crap. I think on this site someone actually HAD that idea that RV770 was 800 shaders. Who was that?
I have to admit I'm torn between the batch size of 128 for 5 SIMDs (not good) and 10 SIMDs seems unlikely due to overheads. Yet this is a ~250mm2 die. I think even Aaron Spink would be impressed.I'm not quite sold on the 800SPs. If really true, are we talking about "similar" 5D units (though everything else would be a big change architecture-wise) as on r6xx? What's the arrangement? 5 clusters x 32 (increasing batch size by a factor of 2), 10 clusters x 16 (probably adding quite a bit of overhead due to increased thread dispatch / arbiting)?
Any idea how big they are?:Also, if there really would be 800SPs, despite ALUs "being relatively cheap", maybe other stuff could be gone to make room for those SPs? With so much general math power I'd say screw interpolators,
Texture filtering is still a few years offand screw texture filtering units - a bilerp can be done in 3 lerps = 6 mads, * 4 channels - so for 32 bilerps/clock you'd need 768SPs. And you'd even get full rate FP32 filtering this way (though probably it would still be half rate, texture fetch might not be able to deliver so much data to the register file per clock), not to mention custom texture filtering...
Such changes would be quite a bit more than a more or less simple refresh part "everybody" assumed this would be, however.
The whole thing is fascinating.If the ALUs and die area numbers we have are correct it looks like AMD can pack 6x ALUs than NVIDIA in the same area.
NVIDIA ALUs run at higher clock but I really wouldn't expect them to be 5 or 6 times bigger than AMD counterparts
Now control logic is likely to be more complex on NVIDIA GPUs and they also tend to pack more TMUs on the same idea than the competition, but again the disparity here seem to be unheard of.
Or AMD really removed big chunks of their fixed function hardware (TMUs?) or I should just shut up and wait for some real number that makes sense.
Got some inside info from a source who doesn't wish to be named.
HD 4870 X2 has 1024MB GDDR5, 2x 256bit memory interface, 1050MHz shader clock, 1800MHz memory clock. Core clock is defined by the AIB partners and ASUS will have the highest clocks.
While Radeon 3870X2 relys on the PLX chip to communicate between the GPUs, 4870X2 GPUs will comunicate with each other through the memory. Since the GDDR5 is clocked at 1800, the total bandwidth will be roughly 160 GB/s at 1 Gigabyte through the 256bit-bus, compaired to the 8 GB/s of the PLX chip of the HD3870x2. Also 4870x2 WILL NOT have micro studdering.
Maybe he's in NDA hell.I dont see Arun dancing around, which he should have been since he stuck out his neck on this one. Maybe we should go back to the 'creative math' (alu) Ail was suggesting.