Jawed
Legend
And you would do this how, exactly?
GRAPHICS PROCESSING LOGIC WITH VARIABLE ARITHMETIC LOGIC UNIT CONTROL AND METHOD THEREFOR
e.g. a 65th ALU for a set of 64 ALUs.
Jawed
And you would do this how, exactly?
Oh, so G7x->G80 was keeping a lid on "change"? Whereas the evolutionary tweak of the R600 over the R580/Xenos is, what, revolutionary change?
Quite a bit when the R600 keeps losing shader benchmarks that they haven't specifically optimized for. Of course, the retort is "oh, that shader is not 100% math. They sampled a texture! False comparison!"
Right... which explains why a card with far less peak ALU power and far less bandwidth continually equals and beats a card with far more on-card resources. I guess it must be the low utilization rates on G80 GPU resources that gimp it.
Jawed, you are going way out of your way to try and defend ATI's decisions, so you are definately trying to give props to a design for which the evidence is not there. Maybe I should say that the Nv3x "laid the foundation" for the G7x, and therefore, we should have ignored the NV3x's bugs and deficiencies?
If the R700 comes out and has none of the issues of the R600, will you then claim that the R600 was of course, the natural stepping stone that "laid the foundation" for a better chip? And what do you say to people who bought chips with idle silicon not reaching its full potential in the meantime?
You say they are running a so-called different technology/architecture timetable than Nvdia, but what I see is that NVidia had two timetables. An evolutionary one that was a continual branch off the NV2x->G7x, and a parallel 4+ years-in-the-making G8x one.
What I see is that you are spending a frightful amount of effort in the forums to defend ATI's design decisions, decisions for which evidence does not exist as to benefits to the ATI financial bottom line, nor it's endusers.
I also see loads of assumptions and speculations as to DX10 performance, for which no real solid evidence exists. (so-called assumptions of limitations in geometry shader performance or streamout see to be jumping the gun, as CUDA shows different results, so clearly there is room left in the drivers of the G80 for tweaking too)
It'll certainly be interesting if they work out to be very similar architecturally to R700. I'm wondering what is really going to distinguish them, actually.
Jawed
You still haven't answered the question: How does that work for a MC? This scheme may work for (say) an RBE/ROP, but when there's a flaw in the arbitration logic for a MC, your only choice is to either pluck down a whole extra arbiter per MC (fun!), a whole perpetually disabled MC, or to disable the entire MC.Jawed said:e.g. a 65th ALU for a set of 64 ALUs.
Oh the irony. I think I will sig this.Vincent said:G80 is designed for time to market, whereas the R600 is specialized in the rich feature.
G80's architecture is very elegant here: you pay only for the sillicon that works, and there is no secret unused hardware.
I can't think of anything in R600 that's like R580 or Xenos, based on the patents I've read. Beyond that, my argument is that R600 is a lot closer, architecturally, to what ATI intends to make a D3D11 GPU than G80 is. It seems to me NVidia has planned more equally-sized architectural/technological steps from here to D3D12, say. Whereas ATI appears to be front-loading that.Oh, so G7x->G80 was keeping a lid on "change"? Whereas the evolutionary tweak of the R600 over the R580/Xenos is, what, revolutionary change?
Our earlier discussion was in terms of ALU instruction throughput/utilisation and ease of compilation for G80's MAD+SF/MUL co-issue versus R600's 5-way issue.Quite a bit when the R600 keeps losing shader benchmarks that they haven't specifically optimized for. Of course, the retort is "oh, that shader is not 100% math. They sampled a texture! False comparison!"
When you have ALU- or bandwidth-limited games that back up this assertion then fine...Right... which explains why a card with far less peak ALU power and far less bandwidth continually equals and beats a card with far more on-card resources.
I'm trying to explain it, not defend it. Of course it's much easier to read Anandtech and say G80 has won. Parts of R600, e.g. the bandwidth, just appear to be lunatic. That pad density thing they've done may come in handy for when they try to put a 256-bit bus on a 100mm2 die (or put a 128-bit bus on that die alongside a 128-bit connection to a partner die?).Jawed, you are going way out of your way to try and defend ATI's decisions, so you are definately trying to give props to a design for which the evidence is not there.
Let's guess at R700: say it is 2xR600 configuration on 55nm, each die with 256-bit memory bus (70GB/s?), with an additional 140GB/s connection between them and performs 120%+ faster than R600 on "CF compatible" games (clocks should increase from where they are now). Which part of the architecture and technology of R600 are you expecting to be redundant? I can't think of anything.If the R700 comes out and has none of the issues of the R600, will you then claim that the R600 was of course, the natural stepping stone that "laid the foundation" for a better chip?
Considering that I advise friends against R600, what do you expect me to say?And what do you say to people who bought chips with idle silicon not reaching its full potential in the meantime?
As far as R600 goes, I'm trying to restrict my evaluation to games that have a decent chance of a reasonably optimised driver. The result is there's practically no useful game-based dataI also see loads of assumptions and speculations as to DX10 performance, for which no real solid evidence exists.
What percentage of an MC is the arbiter?whole extra arbiter per MC (fun!)
You seem to have a very poor understanding of "marginal cost".G80's high utilisation only comes in single-function synthetics. A nice example is the z-only fillrate which is comically high (in a fuck-me, that's incredible, sense) and under-utilised in games.
I like to defend G80's ability to do 4xAA per loop - but the total Z capacity seems wildly out of proportion with either available bandwidth or triangle rate for things like z-only passes.
Ok, I wasn't really comparing to a R580 specifically, but just looking at it stand-alone without the context of other chips. It stresses the point, though, that it was very unfortunate of ATI to not aim for a much higher performance multiple compared to R580.You're ignoring the theoretically small fillrate advantage that R600 has over R580 with AA on, 14% - the no-AA case is where R600's 128% higher z-only fillrate distorts things. Of course that's going to make the AA-drop look big.
I skipped a step here: chaos tends to enter a system faster when you have more interacting agents. When you're going to run AA functionality on your shaders, the number of shader clients goes from 2 (VS/PS) or 3 (VS/GS/PS) to 3 or 4. That can only make things more complicated and harder to analyze. Not only because of how you're going to schedule the shader units, but also because the resulting memory traffic may now be less coherent.Not sure why you mention ALUs. If you'd mentioned TUs and RBEs, then fair enough. R5xx's long history of driver performance tweaks centred on the MC seem evidence enough.
My turn now to question why this suddenly entered the discussion. SLI seems to be used in benchmarks? That's about as far as my knowledge reaches.G80 SLI under Vista is still not working. Do you think it'll ever work on G80 or will G92 be the first GPU where it works properly?
I'm with Bob on this.But how could we? It's logically invisible unless you have the right diagnostics or can find some trace of this in the BIOS.
Turning off an entire MC (along with its associated ROPs and L2) is not fine-grained.
In R5xx it would seem that ATI proved the concept of fine-grained redundancy solely using ALUs. If fine-grained redundancy is widespread within R600 then the "overall area" problem is solved.
Jawed said:Beyond that, my argument is that R600 is a lot closer, architecturally, to what ATI intends to make a D3D11 GPU than G80 is. It seems to me NVidia has planned more equally-sized architectural/technological steps from here to D3D12, say. Whereas ATI appears to be front-loading that.
Let's guess at R700: say it is 2xR600 configuration on 55nm, each die with 256-bit memory bus (70GB/s?), with an additional 140GB/s connection between them and performs 120%+ faster than R600 on "CF compatible" games (clocks should increase from where they are now). Which part of the architecture and technology of R600 are you expecting to be redundant? I can't think of anything.
e.g. I'm guessing the two dies' L2 caches will share data and that CF will suffer none of the "traditional" 2x "distinct pools of memory" problems that SLI and original CF suffered from.
It doesn't mean I like the idea of a 2 die R700, but I'm trying to correlate aspects of R600 with that direction as well as think of function points in D3D11 that steer the architecture. R700, conceptually, hasn't just popped out of nowhere. After they got it running, ATI didn't go "oh shit, R600 is a dead end, what are we gonna do? Oh, we could put two of them together on one board."
I dislike the idea, because I think game compatibility will go right out the window. I'm also pessimistic about the compatibility of AFR with the more intricate rendering algorithms. So CF-incompatible games will be just as wasteful (if not more so) than they are on a single R600.
They absolutely are cherry-picked. No other site shows G7x in such a bad light by gimping it so thoroughly. You won't fine 0.1% of G7x buyers running their video card with the settings of that site. Sites like xbitlabs test even more games. For any game that both computerbase.de and other sites test, the results from the former are completely out of line from everyone else. When 10 sites have mostly agreeable results and computerbase.de deviates from them so heavily in favour of ATI (when compared to G7x), how can you not call it cherry picking?
There's nothing more thorough about their G7x testing methodology. They arbitrarily decide that viewers are interested in G7x performance when gimped by 50% from image quality settings that barely improve the gaming experience. It's absurd.
More importantly, design decisions are based on the opinions of 99% of the market, not those of IQ freaks. ATI is not selling cards only to the few people that value computerbase.de benchmarks over everything else. For you to judge the hardware engineering of ATI and NVidia with the results of this site is ludicrous. If you continue to do so then there is no point for me or anyone else to debate 3D hardware performance with you.
NVidia is the one playing catch-up, technologically and has got a long way to go
I think that happened at right about the time they got their first NV30 wafers back and determined the yields... If my data on that is correct, it was quite an amusing figure! Zero redundancy + first spin + new process ftw? I think that was for Low-K too, but I'm not completely sure.I think nV really started to innovate after they were forced into a corner with the nv30 on many fronts, not just features, but also process technology
In fact, interestingly, that might also be the case on the AMD side. But then again, even 'completely new architectures' tend to share some things with previous generations, so the real question is how much both will be able to keep from their previous efforts. I'm willing to bet that, indeed, AMD is a better position to do that.