Razor1 said:
But if its CPU bound then nV will not have 2 or more resolutions (well it could but the frame rates will not change then until its not CPU bound) where leads over ATi, since the frame rates change at ever resolution.
You have to understand that things do not suddenly change from CPU bound to GPU bound. During the transition, you will have parts of the frame that are both.
The same thing holds for geometry. If you were completely fillrate/shader-rate/bandwidth limited, you'd see a ~1.6 time increase in framerate for each standard resolution reduction. The fact is we rarely see this.
Here's a example:
A frame consists of two triangle batches.
Batch #1 of 1M uniform triangles covers 1k pixels.
Batch #2 of 1k uniform triangles covers 1M pixels.
Lets say you can process 2 pixels/clk and 1 triangle/clk. As it is, the chip will take 1,500,000 cycles.
At 1/100 the resolution, it will take 1,005,000 cycles.
At 1/10 the resolution, it will take 1,050,000 cycles.
At 10 times the resolution, it will take 6,000,000 cycles.
At 100 times the resolution, it will take 51,000,000 cycles.
Imagine a second chip that does 5 pixels/clk and 1 triangle/clk. As it is, the chip will take 1,200,000 cycles.
At 1/100 the resolution, it will take 1,002,000 cycles.
At 1/10 times the resolution, it will take 1,020,000 cycles.
At 10 times the resolution, it will take 3,000,000 cycles.
At 100 times the resolution, it will take 21,000,000 cycles.
This chip has 2.5 times the shading power, but its lead in the different resolutions is as follows: 0.3%, 3%, 25%, 100%, 243%. CPU and geometry limitations do not show up as easily as you're implying.
Now, can you be a little bit more clear about what results you're taking about? What's so confusing, and what's so different about FEAR and SC:CT? I'm having a really hard time deciphering your posts and your logic. Also, make sure you read the previous post I directed towards you.