jimmyjames123
Regular
Well the ALU/TEX ratio will be increasing dramatically from GT200, per comments on evga forum. So yes, the number of texture units will be going down (presumably to 64).
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http://alienbabeltech.com/main/?p=14600
http://www.bjorn3d.com/read.php?cID=1778
http://www.hardocp.com/article/2010/01/17/nvidias_fermi_gf100_facts_opinions
http://www.pcper.com/article.php?aid=858
http://www.guru3d.com/article/nvidia-gf100-fermi-technology-preview/
http://www.anandtech.com/video/showdoc.aspx?i=3721
Its just slides with info that been going around for the last 3 week. There is no reviewer benchmarks just slides from NV that say what they say the performance will be. Its more a waste of time. If reviewers had cards to work with and put there finding is one thing but this is just highly controlled info with no real independent reviewer data.
There are 64 texture units, compared to the GTX 285’s 80, but the Texture Units have been moved inside the Third Generation Streaming Multiprocessors (SM)for improved efficiency and clock speed. In fact, the Texture Units will run at a higher clock speed than the core GPU clock.
Well, its past 9pm, anyone have anything interesting to report?
nVidia 的人已经默认这是真的,不过说频率应该还有一点空间,这应该是650M 448SP 的默认性能。512SP 的需要第二阶段放出,6月前应该没有了。
"Nvidia people already agree this is to be correct, only frequency to be a little bit of space, this is 650Mhz 448SP default performance. 512SP of requires a second stage to create, 6 months should not be available."
Interesting:
So, 64 texture units but they are effectively clocked twice as high. Not too shabby.
At least thats how I read it, they are clocked at the shader hotclock?
No that's not it. The TMUs are clocked at half the speed of the Cuda cores. It the CC are at 1.5gig then the TMU's are at 750mhz. The GTX285 TMU's is at 600mhz. I think the the CC target speed is 1.5gig but hearing it might be 1.2gig.
4 triangle setup units, and 16 fixed-function DX11 tessellation stages. @600Mhz, that would be 2.4 billion tris/second. Each tessellator can produce an amplification of up to 64X, and there are 32 ALUs per unit for domain shading. By doing the work now of finally parallelizing the last bits of fixed function pipeline hardware, it looks like have more future flexibility for scaling. It's almost true multicore now. It might be that the ratios of setup to tessellator to ALU could be revised for the future (e.g. 2 SMs per raster engine, or 8)
I actually read this as the exact opposite of Charlie. The hard work was splitting up the previously monolithic units. Adjusting where you locate these units and the ratio of them is easier. The idea that they can't scale this up in the future seems like FUD.
http://anandtech.com/video/showdoc.aspx?i=3721&p=2Interesting:
So, 64 texture units but they are effectively clocked twice as high. Not too shabby.
At least thats how I read it, they are clocked at the shader hotclock?
yes, but don't they always say its going to be easy scaling it down?It reads that scaling it down has been made extremely easy. They could use GF100 for the 448 and 512SP parts, maybe even a 384 part. redo the layout and use it for 256 and 192 binned parts, rearrange and then have 1 skew layout for 128 and a layout for a 64. Obviously the top to bottom would look like this
Single GPUs
Highend
512SP
448SP
384SP(Use this for dual GPU after you remove 128SP and rearrange the die package)
Midrange
256SP and 192SP
Mainstream and entry lvl
128SP and 64SP
this is just highly controlled info with no real independent reviewer data.