Ben, I'll start off with this:
This is irrespective of AF performance.
ROPs double the output sampling rate on modern hardware this is not linked to the input texture sampling rate which is the critical element of anisotropic filtering. (Xenos is a fine example of this as its ROPs are on a completely different chip to the texture samplers)BenSkywalker said:Double the ROPs with all else equal will double the sampling hardware. How is that difficult to understand the logic?
There a difference here in talking bout "NV4X/G7x" and RSX in that all high end NV4x/G7x parts have a 256-bit local memoy bandwidth to deal with - i.e. anything with greater than 16 texture units and with 16 ROPs has been dealing with a 256-bit bus giving it sufficient bandwidth to output more than 8 pixels per cycle. This is not the case for RSX - its local memory bus is 128-bit, so adding more than 8 ROPs is a total waste in all sitations - it can't output more pixels because its banwidth limited.BenSkywalker said:Which is why I have been stating that Dave is talking about a different configuration, Dave is saying that a 24TMU 8ROP part wouldn't be slower then a 24TMU 16ROP which is not a configuration we have seen for the NV4x as of yet. I have been saying that of the existing configurations that we know of, the 16ROP parts are hands down the fastest.
This is irrespective of AF performance.
No. Sony's doc already points out that 8 pixels are bandwidth limited at 420e/600m (which is a higher bandwidth to pixel ratio than at 550e/700m) - the rest of the operations are designed to be balanced (i.e. two 16-bit Z's = 1 32-bit colour in terms of bandwidth, or 1 FP16 colour = two 32-bit colours) so there will be few, if any, cases where adding more ROPs would imporve the performance.london-boy said:They would make the whole chip faster (not always as it also depends on a lot of other aspects of the architecture like bandwidth), but not because 8 extra ROPs would make AF in particular faster.