PS2 GS 16 pixel pipelines vs. NV40 16 pixel pipelines

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rabidrabbit

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A stupid question most likely, but I'm just curious :oops:
What are the main similarities and differences in using the pipes in these two architectures, one from 1997, the other from 2004.
 
AFAIK the only similarities is that they are both designed to render images composed of polygons and textures, otherwise they are like day and night.
They might share some of the same basic ideas in polygon setup and texturing (like other 3d hardware does).
 
:oops: ok
But does the NV40 also have a similar performance hit in fillrate as GS has?

...I think I'm gonna delete this thread, as I'm starting to feel a little stupid :)
 
I know that NV40 pipes have more features bolted on compared to the GS, I'm just interested that if the underlying basics behind the 16 pipe architecture is even somewhat similar, why has it taken 5 to 6 years before nVidia could put 16 pipelines in their card.
 
rabidrabbit said:
:oops: ok
But does the NV40 also have a similar performance hit in fillrate as GS has?
I think that depends on how the texel units a configured (for example 2x8, 4x4 or 2x4x2 arrays).
Carmack once said in a Doom III interview that graphics chip developers often overestimate the amount of pixels that are doubletextured, so maybe a 4x4 array isn't a bad idea.
 
rabidrabbit said:
why has it taken 5 to 6 years before nVidia could put 16 pipelines in their card.
Maybe a higher clockrate is a better way to get fillrate than more texture pipes, especially when polygons get smaller?
 
I know that NV40 pipes have more features bolted on compared to the GS, I'm just interested that if the underlying basics behind the 16 pipe architecture is even somewhat similar, why has it taken 5 to 6 years before nVidia could put 16 pipelines in their card.

Memory bandwidth. Not everyone has the luxury of 2000+ bit bus you know.
 
Understand this is just a vague opinion that I haven't discussed it with others.

I actually don't see to many differances. PS2 vs PS3.
If anything it's like 12x everything PS2 in hardware design.
And 20x everything performance.

They are trying fix and optimize all the mistakes or short comings of the PS2's design.

VU0 & VU1 combined are very similiar to an APU.
VU0 4 FMAC ~ 4 FMAC (Floating Multplie/add Accumulater something)
VU1 5 Integer ~ FlDivide Unit, Interger Op Unit,
 
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