Question on the R6xx

I think this question fits in this thread

What are some of the requirements of d3d10 for texture formats and filtering and blending?

I heard fp32 blending is required.
depth stencil format is.
32bit z-buffer maybe?
fp16 filtering yes or no , fp32 is optional i know
Is MSAA gonna be a requirement?
 
Remember that a Xenos shader unit only can do 1 scalar + 1 vec4 - 64 Xenos like shader processors will not be able to match the r580. I money is on 96 or 128 units

Well, the ALU's in Xenos are all full function. R580 has 96 ALU's, but half are "mini".

Exactly how useful those mini-ALU's are in relation to the full ATI ALU's is an exercise in futility. Believe me I've tried.

But 64 "full" ALU's in R580 in R600 might possibly equal R580..though I strongly doubt it.

My bet would be 96..
 
Speculating over unit amounts w/o specifying what each can do sounds errrr....interesting. How about a different approach? Like something over 400 GFLOPs/s as a starting point?
 
I was extremely conservative obviously. But when you have an estimated threshold it's easier to speculate on amount of units and what each might be capable of.
 
Back
Top