Probably. But there should be even more stuff, like free formats conversion, swizzling, masking, etc..Rockster said:Is this referring to free norm, or something else?
Probably. But there should be even more stuff, like free formats conversion, swizzling, masking, etc..Rockster said:Is this referring to free norm, or something else?
Rockster said:dukmahsik, you don't multiply by the number of alu's since that has already been done. That whole post is wrong. Sorry.
Is it not poignant at this point to raise that Unified Shaders are theorectically 'far' more efficient? I don't doubt they are, but it's an unproven tech AFAIK. It needs trials on the field to determine how well they perform relative to fixed-function shaders.dukmahsik said:But just remember. You can't compare RAW numbers of a standard shader stright across to a Unified shader as Unified shaders are FAR more efficient.
Shifty Geezer said:Is it not poignant at this point to raise that Unified Shaders are theorectically 'far' more efficient? I don't doubt they are, but it's an unproven tech AFAIK. It needs trials on the field to determine how well they perform relative to fixed-function shaders.dukmahsik said:But just remember. You can't compare RAW numbers of a standard shader stright across to a Unified shader as Unified shaders are FAR more efficient.
In theory, you can point to the fact that while RSX would have some 44 GFLOPS dedicated to vs and 356 GFLOPS dedicated to ps, you can say that any fraction of R500's 240 GFLOPS can be for either vs or ps. And it is generally true that between vertex and pixel shaders, vertex shaders tend to be far larger.Is it not poignant at this point to raise that Unified Shaders are theorectically 'far' more efficient? I don't doubt they are, but it's an unproven tech AFAIK. It needs trials on the field to determine how well they perform relative to fixed-function shaders.
V3 said:Ultrashadow 2 ?
Will this help ? I haven't seen any article with Ultrashadow feature investigated thoroughly. Is it all it touted to be ?
ShootMyMonkey said:And it is generally true that between vertex and pixel shaders, vertex shaders tend to be far larger.
They don't say, but the chart implies 9ops - which would make it the standard DOT4 + RSQRT.ERP said:Exactly how many FLOPs are NVidia counting the free normalise as?
True, it's just that this is a feature for accelerating a technique that's kind of a deadend IMO. I'd rather have few more free samples of PCF and no stencil accelerator.Titanio said:But in a closed box, that kind of issue evaporates..there is no standard.
Fafalada said:They don't say, but the chart implies 9ops - which would make it the standard DOT4 + RSQRT.ERP said:Exactly how many FLOPs are NVidia counting the free normalise as?
Did I ever mention PSP can do this sequence in just 3 clocks?
Jaws said:jvd said:more believeable than 1.8 tflops from the confrence .400Gflops/s , is this real
How many of them programable
The 1.8 TFlop was NOT a programmble Flop metric, the same for X360 with 1 TFlop...
Titanio said:Doom3 uses it, IIRC, hence one of the reasons it performs so much better on NVidia cards.
Oh crap Lack of sleep and all that, I counted scale as one op... Nevermind thenERP said:7 ops fot the DP, 1 for the RSQ, and 4 for the scale that makes 12 in my book.
Jawed said:Titanio said:Doom3 uses it, IIRC, hence one of the reasons it performs so much better on NVidia cards.
D3 doesn't (well there's an option to turn it on, but it makes practically no difference). D3's preference for NVidia hardware is solely because of the double-rate z-only pass it is capable of.
Jawed