Have you never seen the red line on the rev meter?!
Furmark = running the engine past the red line.
Very true and a very good analogy.
And ATI has done something similar to some manufacturers with their cars.
ATI has put in a limiter such that when running furmark, it will limit how fast the card is allowed to go.
Similar to how some cars now have rev limiters to prevent that less than 1% of drivers from reving their car over the "normal operating conditions" of the car.
Although in the case of ATI cards, people are still able to bypass the limiter if they want.
So quite some parts of the AMD chips must be idling in games (presumably parts of the shader core).
All GPU's will have parts idling no matter what scenario you run them in. And all CPU's will also spend a significant amount of time idling, especially if you start adding in more cores.
Also, it's quite possible that the ALU's might hit peak rates when running a game, however, no game made now or in the future will put such a sustained load on those units for a constant period of time as Furmark. At some point something else will have to be done that doesn't require 100% utilization of that portion of the chip.
It's all about removing/minimizing bottlenecks for certain aspects/cases of 3D rendering.
Nvidia tends to focus on removing/minimizing the texturing bottleneck. ATI tends to focus on removing/minimizing the ALU bottleneck.
Oversimplified and overgeneralized, yes. But it's just where that focus was.
BTW - you do realize that since you aren't constantly reving your car's engine over the redline to the max it can do, that your engine is "idling" away much of it's potential right?
Just because something CAN do something by design, doesn't mean that it's healthy for it to be doing it ALL the time.
Heck even PSU's that are designed to perform overspec (say drawing 2-3 amps over what a rail is rated for) are not designed to do it constantly at a sustained overload.
Regards,
SB