I must praise the makers of this article for a well constructed and unbiased comparison and contrasting of the nv30 and r300.
http://www.beyond3d.com/articles/nv30r300/
http://www.beyond3d.com/articles/nv30r300/
sancheuz said:I must praise the makers of this article for a well constructed and unbiased comparison and contrasting of the nv30 and r300.
http://www.beyond3d.com/articles/nv30r300/
Information from NV30 presentations undoubtedly indicates that NV30 provides 16 texture units, and 8 pipelines also get indirect confirmation. So combining with the information from the diagram, it is obvious that NV30 has 8 pipelines, each similar to that of NV2x, plus a fragment program processing unit. So NV30 has a same pixel fillrate and much higher texel fillrate with R300 for clock to clock.
Hellbinder[CE said:]In fact i am now convinced.. look at the OpenGL diagram, the block section for conventional Texture processing. It says....
Texture unit 0
******
Texture Unit 3
which clearly indicates to me 4 texture units per pipeline. Thus 4 pipes with 4 Texture units each.
Chalnoth said:Regardless, I do disagree with Zephyr on the points about the specifics of the NV30's pipelines. There has been no concrete information anywhere, as everything that's been released has been about the hardware side. Since there's no necessary corellation between the number of textures supported and the number of textures per pixel pipeline, we have no information to go on.
HmmMDolenc said:The article is buggy...
The article is buggy...
Zephyr said:I only can say that it got an indirect confirmation.
Chalnoth said:Anyway, the one thing that you noted that seems significantly less-likely than an 8x2 architecture is the 3 vertex processing pipelines. Given what we've seen in the past (that non-power-of-two things in the computing world are very rare), it makes more sense that the "1.5x vertex processing power" quote was a result of something other than three vertex processing pipelines.
It could be that the architecture uses four less-efficient pipelines (possibly just due to bus bandwidth or other similar aspects), or two more-efficient pipelines. I think three pipelines is less likely.
MDolenc said:The article is buggy...
As I said in the news post thread, there are some misinformation. Most of the "bugs" have to do with your comments re DX9b2.1 (and, less so, how it relates to NV30/R300)... since Wavey said this is "verified" and hence "accurate", you may want to re-check or re-verify with whoever your sources are.Any indication of the bug is welcome...
Reverend said:As I said in the news post thread, there are some misinformation. Most of the "bugs" have to do with your comments re DX9b2.1 (and, less so, how it relates to NV30/R300)... since Wavey said this is "verified" and hence "accurate", you may want to re-check or re-verify with whoever your sources are.
I'm sure Kristof didn't go through this article (or didn't go through in-depth), otherwise this would not have happened.
Really ? Are you sure you didn't mixed this a little? I also always thought that vertex shaders 1.x are already floating point, aren't they? And what kind of "per channel masking" does NV30 and VS3.0 have that others can't match? VS1.x can do any kind of swizzle and can mask destination registers, so what can NV30 and VS3.0 do more? And you also got a bit messy with call nesting and dynamic and static flow control didn't you?(The instruction slots listed in the above table are minimum counts required to meet specification, higher instruction counts can be exposed through the DX Caps mechanism. Current indications from DX9 Beta3 are that the minimum number of instruction slots for VS3.0 is 512 - Ed.)
Aren't we still talking about VS here?When both _abs and negate (-) are present, the _abs happen first in NV30 and PS3.0.
Then why does Cg expose this directly?It seems that NV30 does NOT support MRT
For those that haven't yet figured out what to make out of that statement:He said the big improvements won't necessarily be in the number of pixels/sec (though they will increase of course), but rather in the quality or "intelligence" of those pixels.
When will we see drivers from ATI that will expose 160 instruction slots?
Then why does Cg expose this directly?
And why would that be good for?DaveBaumann said:I don't understand the point of this - regardless of whether or not the drivers support it doesn't mean that the hardware isn't capable.
My bad... Cg does not expose this...DaveBaumann said:Then why does Cg expose this directly?
The article states that MRT could be supported under NV30 by pack/unpack - Cg just exposes the functionality its up to the compiler to understand how to do it on the hardware.
MDolenc said:And why would that be good for?
My bad... Cg does not expose this...