Huddy says "R600"

Discussion in 'Pre-release GPU Speculation' started by Geo, May 25, 2006.

Thread Status:
Not open for further replies.
  1. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    Fine. So let's say you can do 8 pixels per clock given memory bandwidth constraints. If you're running at 4x AA with blending, since the ROP's of modern architectures, I believe, run at half-speed with blending enabled, the ROP's will only be able to output 4 pixels per clock. If you're running at 6x AA with blending, they'll only be able to output 2.666 pixels per clock (on average).

    In the situation of framebuffer compression combined with higher-sample AA, the ROP's are not memory bandwidth limited.

    Well, of course. But the compressability of the z-buffer similarly improves with higher-sample AA. I was thinking of increasing z-rate along with color sample output rate as implied in my argument.
     
  2. Mintmaster

    Veteran

    Joined:
    Mar 31, 2002
    Messages:
    3,897
    Likes Received:
    87
    At high res most pixels are magnified, so trilinear is a non-factor. NVidia also has more texture units than ROPs, so only with two textures are you guaranteed not to be ROP limited.

    But, in the end I'm going to agree with you. 16 ROPs lets you fill a 2Mpix screen over 5000 times per second. Who cares if that gets halved.
    I'd have to disagree here. First of all, magnification and trilinear optimizations mean you only fetch texels from two mipmaps maybe 20% of the time or less. Secondly single cycle trilinear costs almost as much as double the texture units. You need almost double the filtering hardware, double the data path from there to the texture cache (which needs double the read ports), double the request queue for memory loads, almost double the address calcs, etc. It's a waste of space compared to the more flexible option of additional bilinear texture units. NVidia abandoned this strategy with the Geforce2, even when they didn't have any trilinear opts.
     
    #162 Mintmaster, Jun 1, 2006
    Last edited by a moderator: Jun 1, 2006
  3. Mintmaster

    Veteran

    Joined:
    Mar 31, 2002
    Messages:
    3,897
    Likes Received:
    87
    Just curious, how do current GPUs do alpha blending with AA? If a pixel is compressed and all samples are identical, does it only take one cycle to do the blending?

    Yeah, but this is relatively peanuts. Colour buffer for 4xAA, 1600x1200, FP16 is 60MB. Needs only 7% of a frame's available BW (on high end cards) in the worst case of every pixel being uncompressed, and will more likely be in the 2-3% neighbourhood.
     
  4. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    That's a damned fine question. You'd think the hardware should be capable of that. I've never heard of such a thing, though, so it is conceivable that the functionality was never implemented just because it wouldn't have improved performance much.

    Right. I think this is the real answer: for nearly any application, the ROPs aren't your limitation. I don't buy that bandwidth is what is influencing IHV's to increase fillrate while not increasing ROP's. This would be true if there was no frame/z-buffer compression, of course, but this is hardly the norm.
     
  5. Dave Baumann

    Dave Baumann Gamerscore Wh...
    Moderator Legend

    Joined:
    Jan 29, 2002
    Messages:
    14,090
    Likes Received:
    694
    Location:
    O Canada!
    Yes, its clear that they have plenty room to manouver on the Z sample rate, as pointed out in the R520/R580 articles - RV530's Z sampling capabilities would be sensible across the entire range would be sensible for the next generation, but whether they will use it I don't know. RV530's ROP's also maintain their double Z rate even with FSAA as well.

    That was the case for NV4x, not for G7x, nor any ATI - there's no ROP limitation in relation to the colour write performance for these parts.

    Yes, which is why it was tacked on the end of a list of other bandwidth consumers. Point being, its still a requirement thats there in a bandwidth cnstrainted environment.

    If you are at a point where you're at the maximum ROP utilisation you'll be at the limits of bandwidth, but more often, when you're rendering a scene, you'll not reach that ROP utilisation in the first place because you're backed up by shaders, so this is a balance. Before going to more ROP's I would guess that they will get more capable ROP's in terms of high depth rendering needing fewer cycles and more of the "right type" of samples for a particular operation per ROP.
     
  6. Kombatant

    Regular

    Joined:
    May 29, 2003
    Messages:
    639
    Likes Received:
    19
    Location:
    Milton Keynes, UK
    The real question is, how much flaming will there be in the Rage3D forums if ATI doesn't release Win98 drivers? :lol:
     
  7. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    Well, that makes some sense, but if they can't do as many z-tests, then there's not a whole lot of point. It seems like this functionality would only be used in cases where you could have a trivial z-pass, but I doubt that's going to be the norm.
     
  8. Xmas

    Xmas Porous
    Veteran Subscriber

    Joined:
    Feb 6, 2002
    Messages:
    3,344
    Likes Received:
    176
    Location:
    On the path to wisdom
    It does for NV40 and later, not sure about ATI.
     
  9. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,055
    Likes Received:
    3,109
    Location:
    New York
    Is there anything to be a fan of at this point besides a codename? What do we know about R6xx?
     
  10. NocturnDragon

    Regular

    Joined:
    Feb 6, 2002
    Messages:
    393
    Likes Received:
    17
    First PC Unified Shader chip?
     
  11. Geo

    Geo Mostly Harmless
    Legend

    Joined:
    Apr 22, 2002
    Messages:
    9,116
    Likes Received:
    215
    Location:
    Uffda-land
    "bother. . .that thing" suggested to me that tEd had something more specific that displeased him in mind. I was hoping he would tell us what it is --possibly something to do with USCs in a non-DX10/Vista environment? I dunno, but I'm curious.
     
  12. _xxx_

    Banned

    Joined:
    Aug 3, 2004
    Messages:
    5,008
    Likes Received:
    86
    Location:
    Stuttgart, Germany
    It's a very common phrase around here ("that thing"), I wouldn't interprete too much into it.
     
  13. Geo

    Geo Mostly Harmless
    Legend

    Joined:
    Apr 22, 2002
    Messages:
    9,116
    Likes Received:
    215
    Location:
    Uffda-land
    The man asked if ATI would "bother" to make WinXP drivers for what is going to be their next flagship, released when XP is going to be somewhere between 95-100% of all installs, and you're not interested in the collection of unspoken assumptions he had in mind that would make that a reasonable question? tEd is no noob; I'm thinking there was something interesting behind that.
     
  14. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,055
    Likes Received:
    3,109
    Location:
    New York
    lol, maybe he had a temporary lapse into noobness :lol:
     
  15. Geo

    Geo Mostly Harmless
    Legend

    Joined:
    Apr 22, 2002
    Messages:
    9,116
    Likes Received:
    215
    Location:
    Uffda-land
    :lol: If that's it, I'll have to apologize to him for pointing at it. I certainly do it often enuf! :razz:
     
  16. _xxx_

    Banned

    Joined:
    Aug 3, 2004
    Messages:
    5,008
    Likes Received:
    86
    Location:
    Stuttgart, Germany
    Maybe just because XP will be the "old" OS, since the world will instantly switch to Vista once it's released. You know, like when ATI expected everyone to switch to PCIe instantly back then, kinda... ;)
     
  17. EasyRaider

    Regular

    Joined:
    Oct 1, 2002
    Messages:
    431
    Likes Received:
    2
    Location:
    Norway
    This depends on texture resolution and scene composition. It's not hard to find cases where nearly everything is minified. You could be sampling from two mipmaps up to half of the time. I'd guess more than 20% typically.

    Back then anisotropic wasn't the norm either. Tril. opts. reduce fetches less than high AF increases them.

    8x AF needs up to 16 bilinear reads, maybe about 3 on average, while bandwith should increase much less due to cache hits. So the idea is to save some transistors by using half as many, more capable units, while retaining texturing speed when bandwith is less of a factor. But I really don't know if it would be worth it.
     
  18. SugarCoat

    Veteran

    Joined:
    Jul 17, 2005
    Messages:
    2,091
    Likes Received:
    52
    Location:
    State of Illusionism
    Well its not exactly stupid. There will be no DX10 for XP but of course the market of DX9 games will continue so one would assume these coming parts, aimed primarily at being the best DX9 parts yet, would have support for XP. However if ATI or Nvidia wanted they could absolutly cause "issues" to force Vista sales and DX10 adoption by dropping driver support for XP. It doesnt sound plausible but its possible. Though if anyone were to cause that it would be some strong arming from Microsoft. I think Devs across the world would go nuts if that ever happened.




    ATIs PCIE transission was fine. All the way up to the X850 they had AGP and PCIE parts. It was the 7800GTX in PCIE only that slapped people. R520 didnt come until months later when people were no longer really surprised by the lack of AGP.
     
  19. KimB

    Legend

    Joined:
    May 28, 2002
    Messages:
    12,928
    Likes Received:
    230
    Location:
    Seattle, WA
    Microsoft is already doing that by not supporting any SM4 functionality in XP, though. If you want to make best use of your new DX10 card, you're going to need Vista, independent of whether or not IHV's have reduced driver support for XP (no driver support seems ridiculous to me).
     
  20. Geo

    Geo Mostly Harmless
    Legend

    Joined:
    Apr 22, 2002
    Messages:
    9,116
    Likes Received:
    215
    Location:
    Uffda-land
    Hrrm? Perhaps a search on "Rialto" + delays might be in order? It was, what, 4 months late? 6 months?
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...