These are Hardspell. They can't even get a codename right (the whole GT300 story). Why is anything they say fact all of a sudden?
These are Hardspell. They can't even get a codename right (the whole GT300 story). Why is anything they say fact all of a sudden?
You should really take some time to read few threads here, concerning that matter.And remember that rv7xx's goodies rely in large part ton the 2.5x jump in sp's
These are Hardspell. They can't even get a codename right (the whole GT300 story). Why is anything they say fact all of a sudden?
Yeah but the 800sp came about as a whisper. It didn't pop up on some random wish list.
4 or more chips could easily be the sweet spot if we've moved away from AFR to an architecture where the driver sees all four chips as being one big virtual GPU. Think about the way (say) Voodoo 2 used to work: there were a total of 3 chips on the card, one pixel processor and two texel processors. Each chip had its own separate memory pool. But the api perceived the whole thing as single device. You certainly wouldn't want to divide things up the same way in a moden device but, in principle, there's no reason why TMUs and ALU clusters can't be distributed across more than one chip die.As to the rumours about R800 being four GPUs, I don't think that's probable. Years ago, monolithic GPU was the "sweet spot" for the high-end, two 6600 GTs in SLI could not beat one 6800 GT. Now, the sweet number is 2. And it's not going to be 4 anytime soon.
but, in principle, there's no reason why TMUs and ALU clusters can't be distributed across more than one chip die.
Exactly! Ever heard of LucidLogix Hydra? They say it can do this with today's GPUs. But we have yet to see it in action.4 or more chips could easily be the sweet spot if we've moved away from AFR to an architecture where the driver sees all four chips as being one big virtual GPU.
Not sure about that. Frankly, I don't have the faintest idea about what communication occurs between those parts of the GPU, however I think you'd need some humongous bandwidth between the dies to make it work. For that you'd need some communication logic, the die size would grow... then you'd need to properly balance the sizes and throughputs of the separate memory pools and still you'd never get the ideal ratio for the most games. Besides, the point isn't to break the GPU into smaller pieces at any cost, but to use less chips for more market segments. For that reason it's good if the chips are all identical and every one of them can function as a stand-alone GPU. The downside is, you have to make a choice between more multi-GPU specific logic that benefits the high-end cards, and less of this logic that yields better perf/price in the lower end. And maybe that's why two mainstream GPUs are the sweet spot and for the low-end it's better having different chips.nicolasb said:Think about the way (say) Voodoo 2 used to work: there were a total of 3 chips on the card, one pixel processor and two texel processors. Each chip had its own separate memory pool. But the api perceived the whole thing as single device. You certainly wouldn't want to divide things up the same way in a moden device but, in principle, there's no reason why TMUs and ALU clusters can't be distributed across more than one chip die.
Think about the way (say) Voodoo 2 used to work: there were a total of 3 chips on the card, one pixel processor and two texel processors.
Most 3dfx products were multiple-chip. Even the original voodoo 1 was a two-chip card (and their professional "Obsidian" range used more than two). Voodoo 2 in SLI mode was using a total of 6 chips and no AFR (although that did require duplication of data between the cards, so it's not such a good example). The Voodoo 5 was also highly scalable - there were one-chip, two-chip and four-chip versions of it (and still no AFR). There have been plenty of other multi-chip architectures in the past: the original version of PowerVR had separate ISP and TSP chips (and one of the selling points was that putting additional ISP chips on the card would result in virtually linear performance scaling). The ill-fated Glaze 3D was multi-chip as well.[Citation Needed]
Not that I don't believe you, I've just never seen this referred to anywhere.
EDIT: Chips! Chips is what I hanging on - never mind, you're right.
I don't think any modern multi-chip product would use separate memory pools - that was just a bodge to increase the effective memory bus width in a way that didn't result in unmanageably large chips (this being back in 350nm days).Not sure about that. Frankly, I don't have the faintest idea about what communication occurs between those parts of the GPU, however I think you'd need some humongous bandwidth between the dies to make it work. For that you'd need some communication logic, the die size would grow... then you'd need to properly balance the sizes and throughputs of the separate memory pools and still you'd never get the ideal ratio for the most games. Besides, the point isn't to break the GPU into smaller pieces at any cost, but to use less chips for more market segments. For that reason it's good if the chips are all identical and every one of them can function as a stand-alone GPU. The downside is, you have to make a choice between more multi-GPU specific logic that benefits the high-end cards, and less of this logic that yields better perf/price in the lower end. And maybe that's why two mainstream GPUs are the sweet spot and for the low-end it's better having different chips.
There's been much speculation in the past that the reason ATI started getting into ring-buses was that they eventually wanted to extend the ring-bus off the chip and have different dies acting as stops on the same card-wide ring-bus. (The fact that they seem to have given up on ring-buses now may put a dent in that theory).
Most 3dfx products were multiple-chip. Even the original voodoo 1 was a two-chip card (and their professional "Obsidian" range used more than two). Voodoo 2 in SLI mode was using a total of 6 chips and no AFR (although that did require duplication of data between the cards, so it's not such a good example). The Voodoo 5 was also highly scalable - there were one-chip, two-chip and four-chip versions of it (and still no AFR). There have been plenty of other multi-chip architectures in the past: the original version of PowerVR had separate ISP and TSP chips (and one of the selling points was that putting additional ISP chips on the card would result in virtually linear performance scaling). The ill-fated Glaze 3D was multi-chip as well.