Mintmaster
Veteran
Die size is mostly a result of ATI's design goal to make dynamic branching fast. ATI had a very compact shader pipeline in R300 and R420, and adding NV-level PS3.0 functionality wouldn't be that much more. Instead, ATI completely revamped the way they did pixel shading for dynamic branching. Doing different things on small batches is much less efficient than doing the same thing one large batch, whether you're shading pixels or running a manufacturing business.Gateway2 said:And that's one reason it has a die nearly HALF the size.
If you have twice as big a die, you ought to be KICKING BUTT in performance, plain and simple. You can put double pipelines in double size.
If Nvidia had 32 pipes theyd probably be spanking R580 at still way less size. They just miscalculated their refresh cycle needs, which was a mistake they cant do anything about now, but probably wont ever happen again. A missed opportunity for ATI that you do not get many of.
This would be great if dynamic branching was a feature that could be quickly thrown into pixel shaders. That isn't the case though. Its very different from all the other features in the past.
We've been doing DP3 lighting since the NV10, and using FP precision and longer shaders to extend the lighting models was quite simple. We've seen post-processing techniques for a long time too, especially in the console space, which translated into HDR techniques. That's why VS1.1, PS1.1, PS2.0, and FP blending were very important.
SM3.0 brings techniques that enable very new algorithms with dynamic branching and vertex texturing. NVidia is very slow at these, but hey, it doesn't matter. They made the right decision, because they've got the checkmark, and nobody's using these features - the hallmarks of SM3.0 - in games.