R520: 32 PS pipelines? Any truth to this?

Discussion in 'Pre-release GPU Speculation' started by Acert93, Jun 1, 2005.

Thread Status:
Not open for further replies.
  1. Geo

    Geo Mostly Harmless
    Legend

    Joined:
    Apr 22, 2002
    Messages:
    9,116
    Likes Received:
    215
    Location:
    Uffda-land
    Sure. Brent Justice isn't aware of the other line of thinking on this subject? All that means is that ATI hasn't told him it is 32 pipes. Unless he's much less informed than I think he is, he's still considered the competing lines of thot here and made a choice.
     
  2. Geo

    Geo Mostly Harmless
    Legend

    Joined:
    Apr 22, 2002
    Messages:
    9,116
    Likes Received:
    215
    Location:
    Uffda-land
  3. _xxx_

    Banned

    Joined:
    Aug 3, 2004
    Messages:
    5,008
    Likes Received:
    86
    Location:
    Stuttgart, Germany
    Anyway, on topic: I'm pretty sure this topic has more pages than R520 pipeline count :p
     
  4. Tim Murray

    Tim Murray the Windom Earle of mobile SOCs
    Veteran

    Joined:
    May 25, 2003
    Messages:
    3,278
    Likes Received:
    66
    Location:
    Mountain View, CA
    you forgot to multiply the pipeline count by 1.4
     
  5. no-X

    Veteran

    Joined:
    May 28, 2005
    Messages:
    2,455
    Likes Received:
    471
    ...and add vertex pipelines :) (if you say "pipelines")
     
  6. _xxx_

    Banned

    Joined:
    Aug 3, 2004
    Messages:
    5,008
    Likes Received:
    86
    Location:
    Stuttgart, Germany
    Correction:

    I'm pretty sure this topic has more pages than R520 ROP count
     
  7. Hellbinder

    Banned

    Joined:
    Feb 8, 2002
    Messages:
    1,444
    Likes Received:
    12
    Na...

    R520 is going to supreme Core clock speed. somewhere around 700mhz is possible.

    Its going to be 3x shader Vs Texture and a goodly increase in Vertex.

    i am still going with

    16-48-(10+)

    What you guys are going to like most is all the cool shader type stuff that Nvidia "should have" included.
     
  8. JAD

    JAD
    Newcomer

    Joined:
    May 23, 2005
    Messages:
    25
    Likes Received:
    0
    Location:
    Netherlands
    As in 16 ROPS, 48 pixelpipes, 10+ vertexpipes? :shock:
    Man, that's too much.

    You say that like you know something. Care to elaborate? :wink:
     
  9. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242
    8 or 10 vertex pipelines

    24 or 32 pixel pipelines / pixel shader pipelines - 16 ROPs - 600 MHz+ core

    that should be enough to significantly outperform G70 ~ 7800 GTX


    any more functional units above & beyond that would be reserved for R580
     
  10. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242
    dang, double post.
     
  11. AlexV

    AlexV Heteroscedasticitate
    Moderator Veteran

    Joined:
    Mar 15, 2005
    Messages:
    2,535
    Likes Received:
    144
    I`d be extremely surprised to see a 32-pipe part clock at 600Mhz :?
     
  12. no-X

    Veteran

    Joined:
    May 28, 2005
    Messages:
    2,455
    Likes Received:
    471
    R9800PRO: 8p, 380MHz, 150nm

    X800XT-PE: 16p, 520MHz (+140MHz), 130nm low-k

    R520: 32p, 600MHz (+80MHz), 90nm low-k

    I'm not sure if R520 will use 32 pipelines, but I don't think that this combination (600MHz + 32p) is impossible (X800XT-PE was a greater jump)
     
  13. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242
    even with 24 or 32 pixel shader pipelines, the R520 is still going to be a "true" 16 pixel pipeline chip, like the G70. because R520 will probably have only 16 ROP units.

    since G70 has 24 pixel shader pipelines (but is not a true 24 pixel pipe part) then the R520 could have 24 also, thus matching G70. It is also plausible that R520 has 32 compared to G70's 24. it's not beyond reason that R520 could have 32 pixel *shader* pipes (8 more than G70) thus dramatically increasing pixel shader performance - but still outputing 16 pixels per clock, like G70, because both have 16 ROPs.

    the most likely senerio though, is 24pipes / 16rops - like G70
     
  14. Hellbinder

    Banned

    Joined:
    Feb 8, 2002
    Messages:
    1,444
    Likes Received:
    12
    Its not pipelines anymore y'all.

    16-48-10 Does not mean 48 "pipelines".
     
  15. no-X

    Veteran

    Joined:
    May 28, 2005
    Messages:
    2,455
    Likes Received:
    471
  16. Rys

    Rys Graphics @ AMD
    Moderator Veteran Alpha

    Joined:
    Oct 9, 2003
    Messages:
    4,182
    Likes Received:
    1,579
    Location:
    Beyond3D HQ
    48 LIES units, made up of ALUs that can only issue NOP.
     
  17. JasonCross

    Newcomer

    Joined:
    Jul 14, 2005
    Messages:
    39
    Likes Received:
    4
    Ya gotta get out of the mode of thinking "pipes = ROPs" these days. There's not a modern game out there...even relatively low-feature ones...where these graphics chips actually draw out 16 pixels per clock. In fact, even 8 ROPs would probably be enough. But some older games, in the ancient "two or three texture blend" days, would be much slower.

    Going up to 24 ROPs would be a huge waste of space on a 24-pixel shader pipe chip. The actual difference in performance between 16 and 24 ROPs would be, oh, less than 5%.

    On all the advanced engines/games, even 8 ROPs would probably be fine, because the limiting factor is shader math, texture address ability, etc. Much older games could benefit from more ROPs, but they're CPU limited anyway.
     
  18. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    How difficult, then, is it to load up a pipe with a ton of ALUs?
     
  19. Pete

    Pete Moderate Nuisance
    Moderator Legend

    Joined:
    Feb 7, 2002
    Messages:
    5,777
    Likes Received:
    1,814
    Al, ask nVidia. ;)

    Rys, :D.

    Yeah, HB likely meant ROPs-ALUs-vertex crushers. 24 shader pipes with two ALUs per doesn't sound that far-fetched, as that's what nV's packing now. 16 with three, well, I don't know how many shader ops typically happen per pixel per clock. I hope we don't end up with a R100-ish underutilized overabundance. (I, on the other hand, overutilize my underabundance of 3D knowledge.)
     
  20. Arty

    Arty KEPLER
    Veteran

    Joined:
    Jun 16, 2005
    Messages:
    1,906
    Likes Received:
    55
    Wow, thats new to me. :shock:

    Care to back that up with a source.
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...