I started a slightly tongue-in-cheek rant in the Kepler thread, and more than a few people wanted to respond. Some were more snarky in their response than others, so I figured this was a good time for a new thread.
Some stuff that I wanted to respond to, but didn't because it didn't belong in that thread:
Here's a rhetorical hint: they don't do that. Yes, I know you know this, I'm not trying to call you stupid. But that quote doesn't answer anything in terms of WHY this mystical perf / mm^2 is truly important.
I know what you're going to say, and you're right -- those are functions of the individual computation units. But that's the crux of this whole problem I have with Perf / mm^2... The performance metric is abstract at absolute best; increasing clock speed will skew it. Having a "hot clock" will also skew it, along with "boost" clocks and whatever other timing tomfoolery. One architecture might wallop another in DP flops, but might suck the proverbial canal water when compared in integer ops or texture filtering rate.
NONE of this perf/mm^2 metric has any standard unit; it has no direct bearing on game performance, it has no direct bearing on GPGPU performance, it is (in my opinion) purely a speculative number based on other speculated numbers. It's like we're abstracting the abstract to come up with something even more ethereal.
I get that you all want to know how many FLOPS you can cram into a square millimeter, but that FLOPS number has zero bearing on any reality ANYWHERE. I can't take a flops number and translate it into frames per second on a game, or GPGPU workload, or anything tangible. Which IMO makes it utterly worthless; it's an imaginary number for an imaginary metric.
Please FIRST help me understand how to properly measure perf / mm*2 in a way that makes sense, and then please show me how that applies to anything in real life.
Thanks in advance,
-ABQ
Some stuff that I wanted to respond to, but didn't because it didn't belong in that thread:
Actually, no. Performance per millimeter IS absolute performance in the face of different die sizes. I'd like to see an example of any vendor targeting a specific performance per millimeter metric, and then allocating a specific number of millimeters to ensure they meet their performance requirement.It has a direct bearing on absolute performance when competitors have considerably different die-sizes.
Here's a rhetorical hint: they don't do that. Yes, I know you know this, I'm not trying to call you stupid. But that quote doesn't answer anything in terms of WHY this mystical perf / mm^2 is truly important.
Does it? Is double-precision flops the same? Is integer ops the same? Is filtering capacity the same? Primitive rate? Tesselation rate? Raster rate? Total megahertz? Texture addressing rate? SQRT rate?What's interesting this time around is that perf/mm2 seems to be very close between the 2 parties, after correcting for compute features of Tahiti.
I know what you're going to say, and you're right -- those are functions of the individual computation units. But that's the crux of this whole problem I have with Perf / mm^2... The performance metric is abstract at absolute best; increasing clock speed will skew it. Having a "hot clock" will also skew it, along with "boost" clocks and whatever other timing tomfoolery. One architecture might wallop another in DP flops, but might suck the proverbial canal water when compared in integer ops or texture filtering rate.
NONE of this perf/mm^2 metric has any standard unit; it has no direct bearing on game performance, it has no direct bearing on GPGPU performance, it is (in my opinion) purely a speculative number based on other speculated numbers. It's like we're abstracting the abstract to come up with something even more ethereal.
I get that you all want to know how many FLOPS you can cram into a square millimeter, but that FLOPS number has zero bearing on any reality ANYWHERE. I can't take a flops number and translate it into frames per second on a game, or GPGPU workload, or anything tangible. Which IMO makes it utterly worthless; it's an imaginary number for an imaginary metric.
Please FIRST help me understand how to properly measure perf / mm*2 in a way that makes sense, and then please show me how that applies to anything in real life.
Thanks in advance,
-ABQ