mozmo said:Some how i have a feeling that ATI doesn't have an answer to the dual shader 16 pipe nvidia design. Remember all that 8 xtreme pipeline talk a while ago from ATI, i have a feeling they had a design that had 2 pixel shaders per pipe, but they caught wind of the nv40 16x1 design, so they must of redid the design so it's 16x1 with R300 style pipes. I have a feeling that ATI will need to hit 500mhz to match nvidias 16x 2 shader pipes with their 16x1 R300 style pipe. This is why i guess the ATI camp has been very quiet, i have a feeling they're in panic mode at the moment.
DemoCoder said:Ailuros said:DemoCoder said:Well, technically the Radeon9800XT wasn't launched 18 months ago.
If ATI can manage 16pipes @ 500mhz + 1.2ghz memory and dual shaders per pipe, I think they can take the perf crown. @ 600Mhz and faster memory, it's definate.
I wonder if they've got an answer for 32x0 mode tho, which will be nice for some game engines.
They had already 2 z/stencil units per pipe on R3xx; why would that change?
But that only mattered for multisampling correct? What about non-MSAA buffers? (e.g. shadow buffer)
Evildeus said:And if it doesn't? Aren't you a bit indifferent? That's a great improvement, whatever the R420 gives us.
Well lets be honest the R420 was originally another design/project (R400) that got simplified, the R420 doesn't really introduce a new shader model and uses exsisting R300 style tech, ATI have had a lot of time to tinker around with possibilities, all i'm suggesting is probably initially they were looking to release an 8 pipe config with extreme pipes, ie 2 shader units per pipe. Since we all expected nv40 to be a 8 pipe card this would of been good for ATI, but since nvidia pulled an engineering marvel out of the hat, the other option was to use R300 quads and pack as many as they could on a single core, ie 3/4 like what we're gonna get it seems. I reckon that's what happened especially since ATI is launching later with a part with a feature set that's 18 months old.Can I also have a reasonable explanation how IHVs magically pump up architectures as you seem to suggest?
Lezmaka said:
The results achieved by the 6800 Ultra in this game are simply out of this world - more than twice the performance in 1600x1200 compared to the GeForce FX 5950 and the Radeon 9800XT. Scores like these make even experienced graphics editors' eyes pop.
Ailuros said:But that only mattered for multisampling correct? What about non-MSAA buffers? (e.g. shadow buffer)
If this is about stenciling, ATI has in fact an advantage with MSAA+stencil with 2x sample MSAA, since it loops with 2xAA samples at a time.
Bambers said:aarrggg
nv40 has gone angle dependant AF
I'm somewhat lost for words. I was hoping that would be removed from at least r500 if not r420. There's no need for nvidia to ADD it. :?
why not just release it, others have. Im sure that means that in spirit the nda's have expired.DaveBaumann said:You know, sometime you feel like a right chump sitting here and waiting for the NDA times.
DaveBaumann said:You know, sometime you feel like a right chump sitting here and waiting for the NDA times.
I agree with you.epicstruggle said:why not just release it, others have. Im sure that means that in spirit the nda's have expired.DaveBaumann said:You know, sometime you feel like a right chump sitting here and waiting for the NDA times.
later,
epic
DemoCoder said:Ailuros said:But that only mattered for multisampling correct? What about non-MSAA buffers? (e.g. shadow buffer)
I'm not sure where you're aiming at; who cares about non-antialiased graphics these days anyway?
If this is about stenciling, ATI has in fact an advantage with MSAA+stencil with 2x sample MSAA, since it loops with 2xAA samples at a time.