anaqer said:incurable said:Anyway, why chose if you can have both?
But you can't.
You only have one...
AGP slot! 8)
DAMN THEM ENGINEERS!!!
anaqer said:incurable said:Anyway, why chose if you can have both?
But you can't.
You only have one...
AGP slot! 8)
anaqer said:incurable said:Anyway, why chose if you can have both?
But you can't.
You only have one...
AGP slot! 8)
dan2097 said:and theres something about dual-issue vs "co-issue" and how the r3xx cant do dual-issue but the nv40 can, no idea how important that is
True, must of the article is already common knowledge but there is some interesting information
Quote:
NVIDIA UltraShadow II for 4 times the performance in highly shadowed games (e.g. Doom III) comparing to older GPUs
Confirmation of a 32x0 mode
128 pixel shader operation /clock
Stryyder said:True, must of the article is already common knowledge but there is some interesting information
Quote:
NVIDIA UltraShadow II for 4 times the performance in highly shadowed games (e.g. Doom III) comparing to older GPUs
Confirmation of a 32x0 mode
128 pixel shader operation /clock
They mean 4 times the performance of their older GPU's not ATI's
Bouncing Zabaglione Bros. said:ATI's face looks nice (from what little we can see), but I really want to see the Nvidia mermaid and her hair billowing underwater.
Humus said:dan2097 said:and theres something about dual-issue vs "co-issue" and how the r3xx cant do dual-issue but the nv40 can, no idea how important that is
Not that important. Most code consist of 1, 3, 1+3 or 4. Two-component vectors aren't very common.
Humus said:Not that important. Most code consist of 1, 3, 1+3 or 4. Two-component vectors aren't very common.
Humus said:dan2097 said:and theres something about dual-issue vs "co-issue" and how the r3xx cant do dual-issue but the nv40 can, no idea how important that is
Not that important. Most code consist of 1, 3, 1+3 or 4. Two-component vectors aren't very common.
Humus said:dan2097 said:and theres something about dual-issue vs "co-issue" and how the r3xx cant do dual-issue but the nv40 can, no idea how important that is
Not that important. Most code consist of 1, 3, 1+3 or 4. Two-component vectors aren't very common.
LeStoffer said:Humus said:Not that important. Most code consist of 1, 3, 1+3 or 4. Two-component vectors aren't very common.
Thanks, I was already wondering why you would want to do some math on the alpha with only one of the colours (e.g. R+G and B+alpha as they show)
surfhurleydude said:Stryyder said:True, must of the article is already common knowledge but there is some interesting information
Quote:
NVIDIA UltraShadow II for 4 times the performance in highly shadowed games (e.g. Doom III) comparing to older GPUs
Confirmation of a 32x0 mode
128 pixel shader operation /clock
They mean 4 times the performance of their older GPU's not ATI's
AFAIK, the NV3x was actually ahead of ATi in terms of shadow performance, as the line simply dominated in all early Doom III benchmarks, and NV35 contained all sorts of upgrades "recommended" by JC himself.
dan2097 said:Do you have any idea whether their figure of 128 operations/clock is comparable to ATIs 9800XT value of 40 pixel shader operations/clock from here:
I'll be shocked if this is true.Penalty free branching
Me said:I'll be shocked if this is true.Penalty free branching
Joe DeFuria said:Humus said:dan2097 said:and theres something about dual-issue vs "co-issue" and how the r3xx cant do dual-issue but the nv40 can, no idea how important that is
Not that important. Most code consist of 1, 3, 1+3 or 4. Two-component vectors aren't very common.
The way I read it, dan2097 isn't talking about the vector configuration.
NV4x is able to process dual instructions at the same time. It's not clear from their diagram, but it sounds like each PS unit can process either 3/1 or 2/2 operations. So, NV4x could execute dual 3/1 operations per pipeline per clock.
Though it's possible that nvidia's second shader unit is limited to 2/2 operation only...it's not clear.
(Edit..yeah...and what Zeross said!)
Stryyder said:surfhurleydude said:Stryyder said:True, must of the article is already common knowledge but there is some interesting information
Quote:
NVIDIA UltraShadow II for 4 times the performance in highly shadowed games (e.g. Doom III) comparing to older GPUs
Confirmation of a 32x0 mode
128 pixel shader operation /clock
They mean 4 times the performance of their older GPU's not ATI's
AFAIK, the NV3x was actually ahead of ATi in terms of shadow performance, as the line simply dominated in all early Doom III benchmarks, and NV35 contained all sorts of upgrades "recommended" by JC himself.
Drinking the Cool Aid?? Doom III was the only game with shaders that the NV3x didn't choke on and die. Since the NV35 was built to play doom and Doom was coded to run on the NV35 this shouldn't be suprising. Unfortunately most people will play more than just Doom 3 and JC will have to release a product that is coded to the DX9x spec.
pocketmoon_ said:LeStoffer said:Thanks, I was already wondering why you would want to do some math on the alpha with only one of the colours (e.g. R+G and B+alpha as they show)
Don't think of them as RGBA but just 4 values.
This isn't QUITE true.LeStoffer said:dan2097 said:Do you have any idea whether their figure of 128 operations/clock is comparable to ATIs 9800XT value of 40 pixel shader operations/clock from here:
They get to the 128 operations/clock like this:
a) 16 pipelines with...
b) 2 Shader Units each...
c) that can each do 4 instructions (on RGB+Alpha) per cycle (per clock I assume)
Thus: 16 x 2 x 4 = 128