I forgot about the mapping of the L2s to memory controllers, negating the need to keep them coherent with one another.
Yes, it's suspicious, the authors are clearly surprised. You will find more than two orders of magnitude variation in estimated FIT by the way, if you look around.Fact is, detecting 0 cosmic rays induced errors is way too suspicious than detecting 2 orders of magnitude less errors than expected.
If that very similar speed for L2 is indeed true, that would be very impressive. Would be about 3 times more than what Cypress offers (though speculation says L1->L2 bandwidth could indeed potentially be a bottleneck in Cypress).The L1 figure appears to be a straightforward 4 byte*16 load/store*16 cores*1.5 GHz.
The L2 sounds like it has core-local partitions with similar bandwidth, though probably not of 32-bit granularity in transfers.
When Juniper does not have DP, what makes you think that LIano will have it?
However, I am expecting LIano to have HT3, as it connects amd cpu's to northbridge.
In that topic, both aaronspink and dkanter, said you are wrong in downplaying cosmic rays. Fact is, detecting 0 cosmic rays induced errors is way too suspicious than detecting 2 orders of magnitude less errors than expected.
And frankly on such topic I'd believe what dkanter says.
Intel competition perhaps? That said, Llano is aimed at the netbook set, wait for Bulldozer based fusion parts before you decide to jump in or not. Think of Llano as an architectural preview.
-Charlie
btw, what was the reason for AMD removing DP execution from non-58xx ?As I said before, Nvidia would be foolish not to design hardware limitations into the product, rather than rely on crackable software lockouts.
The die overhead for DP in ATI should be low (since it's a few extra bits on the four multipliers + wider dot-product paths which serve to connect it all together).btw, what was the reason for AMD removing DP execution from non-58xx ?
Die size is negligible. Just to screw hobbyiests ?
btw, what was the reason for AMD removing DP execution from non-58xx ?
Die size is negligible. Just to screw hobbyiests ?
I just looked it up, it is even said in the Evergreen ISA docs that FMA works for double precision parts only.I'm reasonably sure, now, that Juniper and lower GPUs cannot do single-precision FMA, either.
The die overhead for DP in ATI should be low (since it's a few extra bits on the four multipliers + wider dot-product paths which serve to connect it all together).
I'm reasonably sure, now, that Juniper and lower GPUs cannot do single-precision FMA, either.
So the die overhead is jointly DP and FMA. FMA adds overhead because of wider sub-normal handling.
AMD would justify this on the basis that it's 1 or 2% die space difference, I guess. Certainly for something like Cedar 1 or 2 % is a big deal because margins are thin. The low ALU:TEX in Cedar theoretically reduces the die cost further.
So then you get into an argument over where to draw the line. Redwood? Juniper?
I had a little fun with the unigine numbers from nVidia and completed the numbers with tree simulated "Hemlocks".
My GF100 and 5870 numbers are very accurate - 99%.
Scaling of 70% is the best case. I don't know how good the profile for the Unigine benchmark is but in this 60 seconds AMD needs a scaling of 60%.
My GF100 and 5870 numbers are very accurate - 99%.
Scaling of 70% is the best case. I don't know how good the profile for the Unigine benchmark is but in this 60 seconds AMD needs a scaling of 60%.
Well, the pixel processing power is most definitely the thing that's going to mean the most for today's games. The polymorph engines are more for future games (which doesn't necessarily mean that the card itself will be more future-proof, but it should give developers a new tool to make use of to enhance future games, even if this first implementation ultimately turns out to be flawed).It seems the only advantage for gf100 in the graph are the new redesigned 512 cuda cores (raw alu power) and not the 16 polymoprh engines.
I would rather ask if the polymorph engines will be good for anything else than custom nvidia demos in the next years ?
Well, the pixel processing power is most definitely the thing that's going to mean the most for today's games. The polymorph engines are more for future games (which doesn't necessarily mean that the card itself will be more future-proof, but it should give developers a new tool to make use of to enhance future games, even if this first implementation ultimately turns out to be flawed).
It will be interesting to see if the polymorph engine actually turns out to have other side benefits, though, such as more stable framerates.