...or my response to what I view as such.
Continued from this thread.
Why did you not reply to my post directed at your related assertions [in the parent thread]?
I said dynamic range and precision, Chalnoth. For what you propose, you give that up. I'm not arguing that the GF FX isn't an integer and PS 1.3 functional card with superior performance, I'm arguing that this does not make its shader implementation superior, and ignores the cases where it is inferior.
In order to have a performance advantage you have to give up the full precision. Calculating at full precision, and then calculating the result at integer precision, you give up the full precision (or are negating your proposed performance advantage).
It can only offer the performance advantage on the same pixel data by removing the precision from calculations for the pixel.
Superior in what? In which shader is it not inferior in either features or speed? What about the shaders where it is inferior in both? What quality makes it superior?
Your "less functionality, using integer instead of fp24, excluding complex ops and texture ops" is more applicable?.
Ok, I'll restrict this discussion to integer precision processing with PS 2.0 "extended" functionality to try and ignore the speed deficit (at 500 MHz versus 325, and using more transistors ) somewhat.
First, that seems inferior to PS 2.0 with fp24, and to a rather more drastic and tangible degree than fp24 is to fp32.
Second, the performance of the nv30 at 500 MHz when doing this is at a parity with the R300 at 325 MHz (that's what I call it when it sometimes leads, sometimes trails, and I'm not selectively looking at one of those cases to the exclusion of the other).
Third, using the same cooling solution, the R300 would be capable of operating at higher than 325MHz (I'm ignoring the R350 for now).
If you respond with discussion of NV30 PS advantages, please include recognition for R300 features, and an explanation as to how long shader lengths at integer processing make sense.
Again, I said precision and dynamic range, not "precision for the sake of more precision". You know these matter for visual results, I've seen you post in threads discussing it. Are you claiming amnesia? What about to your prior discussions about color precision and dynamic renage from before the nv30's performance issues were substantiated?
Oh, something I agree with (the second sentence, the first seems to be a repeat of your focus on avoiding discussion of concurrent speed and features). Only trouble was no one said "absolutely inferior" when you responded. They said it "sucked in comparison to the R300" after a discussion of very specific functionality, which seems a valid description of some situations, in fact a great deal of situations, when comparing them. For myself, I wouldn't use "suck" but I would agree to inferiority for the nv30 for those situations.
Hmm...you almost made me make a lame river joke.
Well, the evidence in [the parent] thread supports a lot of observations in many other threads that seem to be giving the answer to your question. If you want to ignore those other threads, benchmarks, image comparisons, articles, etc, I guess you can, but IMO it looks a bit ridiculous.
Continued from this thread.
Why did you not reply to my post directed at your related assertions [in the parent thread]?
Chalnoth said:Sure, but only for calculations that don't need them.demalion said:1. It is superior if you remove dynamic range and precision data during operations? Isn't that a bit contradictory to the label "superior" and to proposing shader length advantage?
I said dynamic range and precision, Chalnoth. For what you propose, you give that up. I'm not arguing that the GF FX isn't an integer and PS 1.3 functional card with superior performance, I'm arguing that this does not make its shader implementation superior, and ignores the cases where it is inferior.
Why run at full precision for all calculations, if not all calculations need full precision?
In order to have a performance advantage you have to give up the full precision. Calculating at full precision, and then calculating the result at integer precision, you give up the full precision (or are negating your proposed performance advantage).
It can only offer the performance advantage on the same pixel data by removing the precision from calculations for the pixel.
This makes whether or not the FX is superior dependent upon the nature of the shader being calculated (except in DirectX, where Microsoft has screwed nVidia).
Superior in what? In which shader is it not inferior in either features or speed? What about the shaders where it is inferior in both? What quality makes it superior?
Unless you want to comment on precise shaders that would be used on significant portions of a game scene and require FP precision throughout for maximum quality, then go ahead.
Your "less functionality, using integer instead of fp24, excluding complex ops and texture ops" is more applicable?.
Ok, I'll restrict this discussion to integer precision processing with PS 2.0 "extended" functionality to try and ignore the speed deficit (at 500 MHz versus 325, and using more transistors ) somewhat.
First, that seems inferior to PS 2.0 with fp24, and to a rather more drastic and tangible degree than fp24 is to fp32.
Second, the performance of the nv30 at 500 MHz when doing this is at a parity with the R300 at 325 MHz (that's what I call it when it sometimes leads, sometimes trails, and I'm not selectively looking at one of those cases to the exclusion of the other).
Third, using the same cooling solution, the R300 would be capable of operating at higher than 325MHz (I'm ignoring the R350 for now).
If you respond with discussion of NV30 PS advantages, please include recognition for R300 features, and an explanation as to how long shader lengths at integer processing make sense.
But just stating more precision for the sake of more precision is meaningless.
Again, I said precision and dynamic range, not "precision for the sake of more precision". You know these matter for visual results, I've seen you post in threads discussing it. Are you claiming amnesia? What about to your prior discussions about color precision and dynamic renage from before the nv30's performance issues were substantiated?
Rather, it is superior for a select class of shaders. That means that it cannot be said that it is absolutely inferior.Where did this jump from "nv30 is competitive when using integer" to "nv30 is superior" come from all of a sudden? The support seems to be predicated on a theoretical situation and ignoring factors outside of that case.
Oh, something I agree with (the second sentence, the first seems to be a repeat of your focus on avoiding discussion of concurrent speed and features). Only trouble was no one said "absolutely inferior" when you responded. They said it "sucked in comparison to the R300" after a discussion of very specific functionality, which seems a valid description of some situations, in fact a great deal of situations, when comparing them. For myself, I wouldn't use "suck" but I would agree to inferiority for the nv30 for those situations.
Exactly how well it will match up to the R3xx architecture depends hugely upon the application. Since most games will likely use similar shaders, it seems likely that one company made the right decision, and the other made the wrong one. What I don't see is any evidence in this thread which company that is.
Hmm...you almost made me make a lame river joke.
Well, the evidence in [the parent] thread supports a lot of observations in many other threads that seem to be giving the answer to your question. If you want to ignore those other threads, benchmarks, image comparisons, articles, etc, I guess you can, but IMO it looks a bit ridiculous.