Jawed
Legend
Excellent info, thanks.silent_guy said:The parameters that *do* count are:
- die area
- % of area used for RAM. (On one side more is better, since it allows more redundancy. On the other side less is better, since densitity is higher which makes it hard to produce error free when there's no redudancy, which is the case when you're dealing with a lot of small RAMs.)
- Amount of logic redundany (typically, this is rather small.)
- cell density. This is mostly determined by the amount of wiring that interconnects that cells. An elegant design uses less wiring to to the same kind of stuff.
I have a pet theory about R580 redundancy, which comes in two parts:
- out of order scheduling in R5xx seems to require a larger register file than previous generations, to support the vastly increased number of fragments in flight - although I have no hard data for the previous GPUs (only a guess that there are about 1024 fragments in flight in R420, say - perhaps eight FP24s per fragment). R580 supports 512 threads, each of 48 fragments, each with two FP32 registers, each of 4 bytes = 192KB. On top of that there'll be extra memory relating to shader state for each thread plus shader constants and the memory required to hold the shader programs themselves (oh and then there's all the vertex shading hardware to count, too). Not a huge amount of memory, compared with a CPU, but I imagine there's considerably more than in R420. Regardless of the actual quantity, this RAM will have redundancy, and the effect of redundancy on absolute die size will be more noticable with a more RAM-intensive architecture.
- "three" is a pretty funny number for a computing architecture. I wouldn't be surprised if each shader unit in R580 (and RV530) is actually composed of four quad-pipelines, with one dropped for the sake of redundancy. That's 25% redundancy, on a total of approximately 128M transistors (64 pipelines, 16 dropped for redundancy). If that's the case, then we prolly won't see a "36 pipeline" variant of R580.
Jawed