Unknown Soldier
Veteran
With the R6xx apparently using alot of the Xenos features .. what will ATI have to do to make the R6xx SM4.0 compliant since Xenos is not fully SM4.0 compliant?
Thx
US
Thx
US
We've recently been given an image of the Xenos graphics chip package (above) that highlights the dual die nature, with the parent die quite clearly to the centre of the package and the daughter over to the left. While the 232M transistor figure for the parent was given to us by ATI we are still trying to establish a more official figure for the daughter (even though these types of transistor counts are very much estimates anyway). We've speculated that the 150M figure that appeared when XBOX 360 was first announced may just relate to daughter die, however another figure that has arisen is 100M - judging from the die sizes the daughter die doesn’t have more than half the area of the parent, which would giv indications towards the 100M side although 80M of those transistors are DRAM which may be more dense than the logic circuitry that will dominate the parent die. We are trying to get further clarification.
JHoxley said:Wonder if they'll try and cheat their way into a "D3D10 Compatable" release. Like they did with vertex texturing/SM3/X1k's
Jack
no-X said:I think we could await more ALUs (or "unified shader units"). R580 has 48 units for pixel shading and 8 units for vertex shading (=56 total). Xenos has 48 units enabled (total). I don't await anything less than 64 units for R600. And I think that even 96 isn't excessive number... Xenos is very small on 90nm, so there should be a lot of die-space to use @80nm/65nm (my theory, don't bite me please).
Unknown Soldier said:How will the 96 shader units be defined? 32Pipes with the 3 ALU's or some other method? Maybe increase the ALU's or something else?
Unknown Soldier said:How will the 96 shader units be defined? 32Pipes with the 3 ALU's or some other method? Maybe increase the ALU's or something else?
US
JHoxley said:Wonder if they'll try and cheat their way into a "D3D10 Compatable" release. Like they did with vertex texturing/SM3/X1k's
Jack
Xmas said:I guess ATI would need to add special number handling, 32bit integer support, texture arrays, texture addressing with offset, SampleCmp, sRGB correction before filtering and probably instance/primitive/vertex ID.
My sources suggest Fast14 is integral to the success of the R600 project.Unknown Soldier said:What about Fast14?
Fodder said:My sources suggest Fast14 is integral to the success of the R600 project.
No, I've not found anything in the specifications that would indicate any backdoors in D3D10 :smile:Demirug said:Have you find an open backdoor in the spec?
Is that a texture array? Does D3D10 go further?A special type of texture fetch can index into a texture “stack” that is up to 64 textures deep. A texture stack is a set of 2D textures (potentially with mipmaps) that are stored contiguously in memory.
The problem with "standard design approaches" is that, in a cutting edge market, no one uses them.MulciberXP said:Bob Feldstein, vice president of Engineering, ATI Technologies, Inc. "We selected Intrinsity after determining that Fast14 Technology can deliver up to four times the performance per silicon dollar when compared with standard design approaches."
Xmas said:The problem with "standard design approaches" is that, in a cutting edge market, no one uses them.