Uttar said:EDIT: Just wanted to add that having 16X FSAA support got *nothing* to do with having 256MB of RAM. Some Wildcats got 256MB, some even 384MB, and can only do 4X FSAA ( and 16X Line AA, as I said earlier )
Educate yourself first...
Uttar said:EDIT: Just wanted to add that having 16X FSAA support got *nothing* to do with having 256MB of RAM. Some Wildcats got 256MB, some even 384MB, and can only do 4X FSAA ( and 16X Line AA, as I said earlier )
pcchen said:Using lossy compression you don't need 16X memory for 16X FSAA.
For example, using Z3 you can perform reasonable 16X FSAA with only 30 bytes per pixel, that's less than 4 times of memory.
The 7210 got 384MB of RAM ( 128MB frame buffer, 256 MB texture ) and can't do more than 4X FSAA.
DaveBaumann said:The 7210 got 384MB of RAM ( 128MB frame buffer, 256 MB texture ) and can't do more than 4X FSAA.
What are you talking about? Wildcat’s (non-VP’s) have SuperScene antialiasing cabled of rand sample 16X MSAA.
Line Antialiasing (up to 16 samples)
Full Scene AA : Off, 2X, Quincunx and 4X
Uttar said:Err, what? I fail to see what I said which was incorrect.
Yes, having 1600x1200 @ 16X AA is not even possible with 256MB of RAM.
But that's not the point. I've got two points:
Point 1 is that it's not because you got more memory you can do 16X FSAA.
The 7210 got 384MB of RAM ( 128MB frame buffer, 256 MB texture ) and can't do more than 4X FSAA.
Okay, so with 128MB frame buffer you can't do a lot more. But 6X or 8X should be possible at many resolutions if you've got all of it reserved for the frame buffer. Could be wrong on that however, didn't do the calculations.
Point 2 is that it's not because you can do 16X FSAA than you've got 256MB. Of course, you won't be able to use 16X FSAA at much more than 800x600 if you've got 128MB of RAM, but it could still be available.
Proof: The Bjorn3D preview indicates both the FX 1000 and the FX 2000 got 128MB of DDR-II RAM. Seems strange the FX2000 doesn't have 256MB, wondering if that preview is accurate. But who knows...
FYI. Clocks are 300/300 for FX 1000 and 400/400 for FX 2000. They are clocked down from GeForce FX to ensure reliability in the workstation environment.
LittlePenny said:10,000 to make it sound better than 9700.
...now I am just guessing they are using 10,000 to make it sound better than 9700.
Joe DeFuria said:...now I am just guessing they are using 10,000 to make it sound better than 9700.
That's 1,000, not 10,000.
DaveBaumann said:FYI. Clocks are 300/300 for FX 1000 and 400/400 for FX 2000. They are clocked down from GeForce FX to ensure reliability in the workstation environment.
That's with lossless compression. pcchen was talking about lossy compression with a fixed compression rate (which Z3 effectively is).mboeller said:pcchen said:Using lossy compression you don't need 16X memory for 16X FSAA.
For example, using Z3 you can perform reasonable 16X FSAA with only 30 bytes per pixel, that's less than 4 times of memory.
Unfortunately you need 16 X the memory. We had the same discussion about the R300 months ago. The result was, that you cannot guarantee that every frame can be compressed at all, so you have to use or reserve all of the memory for Frame- and Z-buffer as without compression. The compression only lessens the demand of bandwidth.