NVIDIA GF100 & Friends speculation

Discussion in 'Architecture and Products' started by Arty, Oct 1, 2009.

  1. psolord

    Regular

    Joined:
    Jun 22, 2008
    Messages:
    444
    Likes Received:
    55
    Guys I am not cherry picking anything.

    Well OK maybe I am but I explained myself.

    There is no point paying attention to results that have no meaning for each ones configuration. Someone that games at 2560X1600, please go ahead and don't pay attention to any of the other results.

    As for this Unigine benchmark, I am pretty sure they are made at extreme tesselation setting. What chances are that we see games with this kind of tesselation for the next 12 months? Right. Next to none! Why should anyone base a future purchase on benchmarks that don't concern him?

    That's why I prefer Tehcpowerup's and Computerbase's results, that average results per resolution.
     
  2. Arty

    Arty KEPLER
    Veteran

    Joined:
    Jun 16, 2005
    Messages:
    1,906
    Likes Received:
    55
    The cherry picking had already started when 5970 was hinted as unfair comparison :roll::lol:
     
  3. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,244
    Likes Received:
    3,408
    Cranking up tesselation factor is like the easiest thing on the planet one can do, you now?
     
  4. AlexV

    AlexV Heteroscedasticitate
    Moderator Veteran

    Joined:
    Mar 15, 2005
    Messages:
    2,535
    Likes Received:
    144
    It's probably on the same level of ease as putting your fingers into the mains...perhaps vaguely more difficult since you actually do need to start some sort of IDE, or at least notepad, do some editing, re-compiling etc., whereas there are power sockets everywhere. Both actions are also similarly useful.
     
  5. GZ007

    Regular

    Joined:
    Jan 22, 2010
    Messages:
    416
    Likes Received:
    0
    Yes but at some point u cant find the difference even with a magnifying lense :wink:. Sometimes its even hard to find the difference with on and off :lol:. (except unigine heaven)
     
  6. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,244
    Likes Received:
    3,408
    You should take a look at DX11 SDK demos really and stop posting crap.
     
  7. Erinyes

    Regular

    Joined:
    Mar 25, 2010
    Messages:
    808
    Likes Received:
    276
    Never mind, you clearly have your mind made up, lets just leave it at that shall we :razz:

    So according to this the specs are exactly what neliz was hinting at :grin:

    Seems like its again divided into 4 GPC's with each GPC consisting of 64SP's, 16 TMU's,8 ROP's and one GPC disabled for the GTS 430?

    Whoa, yea if those are the idle numbers then it is 72W, toasty! Its quite clearly a big step back from GT200 if its true. Of course the Radeon 4870 with its 90W idle power takes the crown here :cool:
     
  8. Silus

    Banned

    Joined:
    Nov 17, 2009
    Messages:
    375
    Likes Received:
    0
    Location:
    Portugal
    Just like you :)

    How exactly do you figure that GF104 has the 4 GPCs ??

    If you are factoring the speculation by neliz, 128 TMUs are actually the total

    This is a new chip and nothing will be disabled, but rather removed. It's exactly half of GF100 in terms of GPCs and SMs and that makes it 2 full GPCs, 8 SMs in total, each attached to 8 TMUs (4 re-enabled) and it has 32 ROPs, because it's using a 256 bit memory interface (two 64 bit controllers were removed, each connected to 8 ROPs).
     
    #5108 Silus, Mar 26, 2010
    Last edited by a moderator: Mar 26, 2010
  9. air_ii

    Newcomer

    Joined:
    May 2, 2007
    Messages:
    134
    Likes Received:
    0
    I think what he means is that cranking up tesselation will give you squat in terms of quality, visual realism, etc. You need other stuff, like displacement mapping to make it matter... Hence, it's not the easiest thing on earth.
     
  10. Gipsel

    Veteran

    Joined:
    Jan 4, 2010
    Messages:
    1,620
    Likes Received:
    264
    Location:
    Hamburg, Germany
    How exactly does anyone figure that there are such things like GPCs at all? I think it's purely PR. Nvidia has distributed setup/raster engines and they can tack an arbitrary amount of SMs to an arbitrary number of raster engines (as proven by GTX470 with 14 SMs and GTX480 with 15SMs and both having 4 raster engines). There is probably just some kind of simple crossbar or FIFO queue between the raster engines and the SMs.

    Or how does the loadbalancing between the GPCs with a different amount of SMs (GTX470: 2 GPCs with 4 SMS and 2 GPCs with 3 SMs?) actually work? Most likely the warps formed by one rasterizer unit can end up in any of the enabled SMs and not only in a SM belonging to the same GPC as the rasterizer. That means, there are no real GPCs at all besides on some slides.
     
    #5110 Gipsel, Mar 26, 2010
    Last edited by a moderator: Mar 26, 2010
  11. Rys

    Rys Graphics @ AMD
    Moderator Veteran Alpha

    Joined:
    Oct 9, 2003
    Messages:
    4,182
    Likes Received:
    1,579
    Location:
    Beyond3D HQ
    That you think it's so easy to add, with little consideration to anything else that's happening on the GPU at the same time, or your art and asset pipe, is testament to how much you should do more than go by SDK samples, so you understand how this stuff works in the real world on real hardware and in real games.

    So you stop posting crap.
     
  12. Erinyes

    Regular

    Joined:
    Mar 25, 2010
    Messages:
    808
    Likes Received:
    276
    I was speculating... but since you clearly know exactly what the design of the chip is i'll take your word for it :roll:
     
  13. Vincent

    Newcomer

    Joined:
    May 28, 2007
    Messages:
    235
    Likes Received:
    0
    Location:
    London
  14. Silus

    Banned

    Joined:
    Nov 17, 2009
    Messages:
    375
    Likes Received:
    0
    Location:
    Portugal
    That's what the scheduler is for. It must know where to send the info.

    Also, I'll take the names given by the engineers that designed the chip, to the units in it, over your attempts at classifying them. Sorry about that :)
     
  15. mczak

    Veteran

    Joined:
    Oct 24, 2002
    Messages:
    3,022
    Likes Received:
    122
    Fairly interesting, though some things still don't quite add up to me:
    256SPs likely implies 2 GPCs, hence only 16 pixels/clock rasterization rate (unless this was altered). Meaning 32 ROPs is a bit overkill.
    Also twice the tmus - so maybe that was true afterall...
    Also, the performance numbers don't quite add up - if the GTS 450 does "slightly" outperform 5830, then a 20% slower GTS440 won't in fact outperform a HD5770 but end up roughly equal since the difference between HD5770 and HD5830 is only ~15% on average. Meaning the GTS430 would more likely compete with the HD5750 instead.
     
  16. FenderBender

    Newcomer

    Joined:
    Aug 10, 2007
    Messages:
    45
    Likes Received:
    0
    The CUDA speed seems very good though.. GTX480 Folding@Home 192% the speed of a GTX285, and that's with existing code and not using any new Fermi features.



    No wattage measurements in the article, unfortunately.. those would be interesting.
     
  17. Gipsel

    Veteran

    Joined:
    Jan 4, 2010
    Messages:
    1,620
    Likes Received:
    264
    Location:
    Hamburg, Germany
    Bad thing is that architectural slides are known to bend the reality a bit from time to time. Besides that, do you think engineers draw such shiny and stylish graphs? ;)

    Or to put it differently, what sense has the GPC designator at all if the schedulers have to possibility to assign the pixelshader work to a SM not belonging to the same GPC as the raster unit that have rasterized the triangles?
     
    #5117 Gipsel, Mar 26, 2010
    Last edited by a moderator: Mar 26, 2010
  18. Andrew Lauritzen

    Andrew Lauritzen Moderator
    Moderator Veteran

    Joined:
    May 21, 2004
    Messages:
    2,632
    Likes Received:
    1,246
    Location:
    British Columbia, Canada
    Ok, so you tell me what you think "globallycoherent" does when all of the accesses to a UAV are unordered by definition? Why does it matter if you "flush the writes across the chip" if nothing else is guaranteed to be running at the same time and your groups can run in arbitrary order?

    I haven't experienced any stability issues myself, and they have provided some very sizable boosts to even complex DX11 algorithms. Impressive work I say!
     
  19. thop

    thop Great Member
    Veteran

    Joined:
    Feb 23, 2003
    Messages:
    1,286
    Likes Received:
    0
  20. SimBy

    Regular

    Joined:
    Jun 21, 2008
    Messages:
    700
    Likes Received:
    391
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...