Tagrineth said:Unified.
sireric said:No, each chip has a dedicated 20GB/sec bw bus. So, total is 80 GB/s of BW. The screen is divided into tiles, and each chip gets some of those tiles ("supertile" quote).
There wouldn't be enough bandwidth to support 4 chips.Tagrineth said:I dunno, they don't list any bandwidth numbers, all they say is
The link said:Exceptional fill rates enabled by a 256-bit wide unified memory interface and integrated multi-chip supertiling
Unified.
OpenGL guy said:There wouldn't be enough bandwidth to support 4 chips.Tagrineth said:I dunno, they don't list any bandwidth numbers, all they say is
The link said:Exceptional fill rates enabled by a 256-bit wide unified memory interface and integrated multi-chip supertiling
Unified.
megadrive0088 said:with FOUR R300 VPUs working together, that means 1.3 BILLION
vertices/sec peak performance @ 300 MHz per VPU
From what was said above, geometry power does not scale. All the triangles go to all the chips, although the chips are able to quickly reject the triangles that don't fall into their tile.
As mentioned, bandwidth does scale: Each chip has it's own dedicated 256-bit bus. The "unified" comment that was made was referring to the fact that it's a unified bus for texture, depth and color data, just like pretty much every chip made after the Voodoo 2.megadrive0088 said:so it's for fillrate, not geometry and possibly not bandwidth either. bummer.
As mentioned, bandwidth does scale: Each chip has it's own dedicated 256-bit bus. The "unified" comment that was made was referring to the fact that it's a unified bus for texture, depth and color data, just like pretty much every chip made after the Voodoo 2.
I have no performance numbers, but if you are fillrate/bandwidth limited, then I would expect performance to increase quite a lot I.e. close to 4x.jvd said:OpenGL guy ... what would the performance of that setup be in games ... or you can't say ?