first r420 review leak

Rican said:
to me all this iq is better than the other dosent hold ground this time around on the leaked thg pics the iq looks almost the same on both card
people should accept that nvidias card is just ass good as ati's. all the benchies say the same nv wins some and losen some the same with ati for me iam just going to wait and see how much the 6800U and the x800XT are going to cost and go for the lower price

There is some key differences here, you will actually be able to buy a R420...and won't require a new power supply.
 
Ailuros said:
I obviously missed (or not) the train of thought for 17 pages, yet small OT: I honestly hope that the supposed XBox2 document is either ancient or just a fake. I would like to see more than just 16 bilinear pixels per clock in future designs.

Why, nothing is limeted by pure pixel-fillrate anymore.
 
In order to get rid of AF angle dependancy; that alone should be reason enough.
 
Ailuros said:
In order to get rid of AF angle dependancy; that alone should be reason enough.

IIRC angle dependancy in R3x0 was used as a transistor saving hack, and not primarily because of speed concerns.
 
Regarding the usefullness of Shader Model 3.0 as far as being 'new':

DemoCoder said:
It is, in fact, more of an insurance policy than PS2.0 was, because it is far more likely that PS3.0 features will get utilized vs the lifespan of the R300, due to the fact that HLSL/D3DX Effects framework has been available for current engines to integrate over the last 18months, which makes it much easier to take advantage of multiple shader models without alot of extra work. Many games can get PS3.0 usage via selective recompile of shaders, or, simply tweaking some rendering paths.

My thoughts on the matter exactly!

HLSL can reduce the new hardware feature :arrow: game engine use time span a whole lot. Which is a wonderful thing as games will start to use shaders to much greater extent and hardware is powerful enough to advanced shaders.

I would have preferred that we didn't have to bother with anything but pure Shader Model (1) 2 and 3 but the NV3x and R420 are only a profile and compile anyway to be put to used ... so whatever.
 
anaqer said:
Ailuros said:
In order to get rid of AF angle dependancy; that alone should be reason enough.

IIRC angle dependancy in R3x0 was used as a transistor saving hack, and not primarily because of speed concerns.

Which means that it won't save fill-rate in the end?

Then why not reduce to 4xAF instead of 2xAF on "weird" angles? Probably the same reason why I have to force trilinear on all texturing stages in various cases and experience another performance drop.
 
anaqer said:
We've been hearing so much about NV owning D3 ( among others... ) due to OpenGL, twin-pumped Z, UltraShadow, whatnot... let's just wait and see is all I'm sayin'. 8)

Time to tick that off the list I guess...

21748488_d75dfb0fa1.jpg
 
Ailuros said:
anaqer said:
Ailuros said:
In order to get rid of AF angle dependancy; that alone should be reason enough.
IIRC angle dependancy in R3x0 was used as a transistor saving hack, and not primarily because of speed concerns.
Which means that it won't save fill-rate in the end?


To paraphrase one of the gems fom N.O.L.F. : "A correlation doesn't necessarily imply causality." AFAIK bandwith saving was more of an (admittedly very useful) side effect of, and not the reason for angle dependant AF. (Remember, back then on .15 micron every single transistor counted big time, but bandwith was plentiful due to the smokin' 256bit memory interface.)
 
(Remember, back then on .15 micron every single transistor counted big time, but bandwith was plentiful due to the smokin' 256bit memory interface.)

I was refering to future products and pointed at the XBox2 and other related designs for the record. Even worse R420 is based on low-k 130nm.

I'm very well aware for which reasons specific design decisions were made in the past; I'm talking about the future and to finally get rid of the dreaded angle dependancy. I closed one eye in favour of the excellent MSAA algorithm in R3xx, I do not want to do it in the future too.

Especially since NVIDIA adopted a similar method, which is the worst thing that could have happened.

There's a huge difference between an IHVs design decisions and a user knowing or wishing what fits his imagery better. To get the bickering one step further I'm actually being quite modest here; I'd love feline alike AF quality too :p
 
anaqer said:
anaqer said:
We've been hearing so much about NV owning D3 ( among others... ) due to OpenGL, twin-pumped Z, UltraShadow, whatnot... let's just wait and see is all I'm sayin'. 8)

Time to tick that off the list I guess...

Hmmmm..... :rolleyes:

(not that I didn't expect it, but I just think a bit of math is in line here)

525*32 = 16.8GPixels/s :oops:
400*32 = 12.8GPixels/s

*runs for his life*
 
thop said:
DASHlT said:
Wow cpu limited at 1600X1200...LOL must be nice...what did they bench with p4 3.4 or fx53?
P4 3.0

huh looks like the 6800U is NOT cpu limited at 1600X1200 on a p4 3.0ghz, but the X800XT is....WOW just shows the power the XT has at high res <HDTV GAMING WOOT>

DASHlT
 
Ailuros said:
I was refering to future products and pointed at the XBox2 and other related designs for the record. Even worse R420 is based on low-k 130nm.
Another piece of commonplace : history repeats itself. With the increased number of pipelines, added functionality, etc. they might run out of transistors with the XBox2 chip too. Not very likely, I know, but you can't just disregard past obstacles 'cause they tend to bite you in the back when you least expect it.

Ailuros said:
(not that I didn't expect it, but I just think a bit of math is in line here)
Sorry, I don't really get what you are suggesting... :?:
I just noted that now the R420 can do 32x0 just like the NV40, so that's no longer a trump card for nVidia.

| EDIT :does the "scales with number of pixel pipelines" part refer to the "significant performance gainat high resolutions" bullet only, or the others too? |
 
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