Johnny Awesome
Veteran
Edge, you should do a little more research before going up against the brilliant minds of the Beyond3D forum.
Shifty Geezer said:What percentage of current GPU's is sitting around idle on average at the moment then?
nVidia have claimed they've looked at unified shaders but the lack in effeciency compared to customised shaders they felt meant it couldn't outperform a conventional architecture. I find that hard to swallow unless unifed shaders are about x% slower than customised shaders where x% is the percentage that shaders are idle on conventional GPUs.
I presume your Xenos article will hit on this.
ATi zigs; nVidia zags.Shifty Geezer said:I'm trying to understand why nVidia haven't gone with unified shaders. It sounds like a smart system to me. Maybe the load balancing is difficult and fails to maintain that theoretical 100% load?
I'm trying to understand why nVidia haven't gone with unified shaders. It sounds like a smart system to me. Maybe the load balancing is difficult and fails to maintain that theoretical 100% load?
Inane_Dork said:ATi zigs; nVidia zags.Shifty Geezer said:I'm trying to understand why nVidia haven't gone with unified shaders. It sounds like a smart system to me. Maybe the load balancing is difficult and fails to maintain that theoretical 100% load?
DaveBaumann said:Jaws said:So I can't see the 48 ALU clusters (48 Vec4 + 48 Scalar) ALL working on fragments or vertices per cycle. Unless I've missed something, 32 ALUs, peak, would work on fragments and 16 ALUs on vertices and vice versa...
Why not? There will be occasions where it will be working soley on pixels, occasions where it'll be working on both, and occasions where it'll only be working on vertices (easy example of the last one is a Z only render pass - all 48 ALU's will be calculating the geometry in order to populate the Z buffer).
ERP said:It costs transistors, transistors you could be using for more pixel pipelines or vertex shaders. NVidia also argues that the workload done by a vertex shader is significantly different than that done by a pixel shader, and that you can optimise for the loads better with segmented shaders.
IME GPU's spend a large portion of the time with either their vertex shaders or pixel shaders idle. I'm really intrigued to see what sort of relative performance a unified architecture has.
Coola said:Inane_Dork said:ATi zigs; nVidia zags.Shifty Geezer said:I'm trying to understand why nVidia haven't gone with unified shaders. It sounds like a smart system to me. Maybe the load balancing is difficult and fails to maintain that theoretical 100% load?
"In our previous Differing Philosophies Emerge Between ATI and NVIDIA report we looked at comments from NVIDIA’s Chief Scientist, David Kirk, that mentioned his dislike of the idea of a unified Shader pipeline at the hardware level due to the differing demands and workloads between Pixel Shaders and Vertex Shaders. In the commentary David Kirk specifically singled out texturing as an example of the differing pipelines, and in replying to these comments ATI’s Eric Demers agreed that there are different demands on the pipelines but suggested that "if one were able to figure out a way to unify the shaders such that nothing extra is required to fulfil all the requirements of the different shaders, while being able to share all their commonality, that would be a great solution." "
^ I think ATI got to the patent before Nvidia did
xbdestroya said:ERP said:It costs transistors, transistors you could be using for more pixel pipelines or vertex shaders. NVidia also argues that the workload done by a vertex shader is significantly different than that done by a pixel shader, and that you can optimise for the loads better with segmented shaders.
IME GPU's spend a large portion of the time with either their vertex shaders or pixel shaders idle. I'm really intrigued to see what sort of relative performance a unified architecture has.
It's the entire transistor count situation that actually fascinates me about this whole thing. According to ATI, R500 is the 'equivelent' of a conventional 32-pipe card; yet dumping the edram it's transistor count hovers barely above ~200 million. The RSX on thge other hand with it's supposedly ~300 million transistors, if going by the conventional wisdom, is just a modified conventional 24-pipe chip. Even if we take the R500's pipe analogy to include vertex shaders, that still puts it at roughly the same 24-pipes as G70/RSX, but at a 33% transistor discount.
So either unified shaders are in fact the lord of transistor efficiency, something special is going on inside RSX, or R500 has some drawback we're not aware of yet.
Something has to give though, because the discrepency in transistors for the actual GPU's just seems too pronounced.
ERP said:xbdestroya said:ERP said:It costs transistors, transistors you could be using for more pixel pipelines or vertex shaders. NVidia also argues that the workload done by a vertex shader is significantly different than that done by a pixel shader, and that you can optimise for the loads better with segmented shaders.
IME GPU's spend a large portion of the time with either their vertex shaders or pixel shaders idle. I'm really intrigued to see what sort of relative performance a unified architecture has.
It's the entire transistor count situation that actually fascinates me about this whole thing. According to ATI, R500 is the 'equivelent' of a conventional 32-pipe card; yet dumping the edram it's transistor count hovers barely above ~200 million. The RSX on thge other hand with it's supposedly ~300 million transistors, if going by the conventional wisdom, is just a modified conventional 24-pipe chip. Even if we take the R500's pipe analogy to include vertex shaders, that still puts it at roughly the same 24-pipes as G70/RSX, but at a 33% transistor discount.
So either unified shaders are in fact the lord of transistor efficiency, something special is going on inside RSX, or R500 has some drawback we're not aware of yet.
Something has to give though, because the discrepency in transistors for the actual GPU's just seems too pronounced.
You have to count the blending and AA logic in the RAM if you want to compare transistor counts.
Personally I'd ignore all the X pipe talk it's all just marketing crap.
There are things other then shader ALUs taking up transistors.So either unified shaders are in fact the lord of transistor efficiency, something special is going on inside RSX, or R500 has some drawback we're not aware of yet.
Fafalada said:There are things other the shader ALUs taking up transistors.So either unified shaders are in fact the lord of transistor efficiency, something special is going on inside RSX, or R500 has some drawback we're not aware of yet.
We don't have benchmarks, but presumably nVidia does. At least, research estimations suggesting more pipes>unified pipes.ERP said:Since we don't have useful benchmarks from parts to compare with unified shaders we'll have to wait and see who's right.
In the mean time ATI is going to claim it's the bestest thing eva and NVidia is going to downplay it because they don't have it.
DaveBaumann said:The real question is "why" does it have a lot of new things. If they didn't percieve a fundamental issue with the current pipeline then why make as radical a switch as they have?
Well my point is you don't know how much transistors is used for shader ALUs in either chip. And sure it's a sizeable difference, but there's very little we know about the chip so far. Just an example, what if RSX comes with a particularly large cache - 1MB of SRAM with asociated logic could run you over 80M transistors (just an example, I'm not saying this is even remotely likely to happen).xbdestroya said:Sure, but that's a lot of transistors, you must agree.
I would think neither does RSX, unless Sony&NVidia had monkeys working on the chip.jvd said:I also don't believe the r500 has the encoding stuff in it like
And ATi's research must have indicated the opposite.Shifty Geezer said:We don't have benchmarks, but presumably nVidia does. At least, research estimations suggesting more pipes>unified pipes.
I would think neither does RSX, unless Sony&NVidia had monkeys working on the chip.