I didn't realise Andy was really that selective in who he tells he hates!
Oh, did you get the letter too?
I didn't realise Andy was really that selective in who he tells he hates!
Too bad no real questions asked about rv630 (only about 65nm).
I think you're misunderstanding slightly. I think the argument is similar to the one they used with R580--they've shot for a architecture that looks decent on both today's apps and the kinds of shaders you'll see in the next six months.
Geo said:I think that was actually polite engineer-speak for "How would I know? Go ask Eric Lindholm."
Which one? :smile:
It's going to take time to get the best performance out of this chip -- Both in terms of coding all the elements, and also because it's a new arch and the teams need to learn its ins&outs. Having said that, the board is priced right. It's certainly very competitive (and in my view better) than the competition at this price point. But it's power isn't as low as one would hope and the performance of this arch on current games is less than it will be on future games.
It's also clear that our ratio is more inline with future applications than past ones.
For example, if we blame a low ALU:TEX ratio for the XT's inability to consistently beat the GTS that has a significant shader and bandwidth deficit, how are we to expect useful performance advantages in future games where the ratio might be higher but the absolute texture workload will also increase?
The front page one.
I'd imagine that at some point, a game could become ALU limited before it is TEX limited. That being the case, XT would then (all else being roughly equal) surpass performance of the GTS. Whether or not we'll see it in the games this year, who knows? *Shrugs*
Completely understand, thanks for the clarification. Can you comment further on how R600 will benefit from upcoming workloads? Is it a case of just longer shaders or will future code be easier to schedule given R600's VLIW configuration? I know you probably can't comment on this outright but are the driver issues in any way related to getting good efficiency out of the current ALU setup in existing titles?
This actually hasn't been clear to me, even with R580 (see my post above). It's one thing to have the right ratio but it's another thing to have sufficient absolute performance in each area that matters. For example, if we blame a low ALU:TEX ratio for the XT's inability to consistently beat the GTS that has a significant shader and bandwidth deficit, how are we to expect useful performance advantages in future games where the ratio might be higher but the absolute texture workload will also increase?
As I stated a while ago, F.E.A.R. performance on R520 was split roughly evenly between shadow rendering and everything else. Given that, increasing the shader power by 3x gave a larger boost than, say, doubling Z power would have given. The main shaders in F.E.A.R. are ALU-heavy (I think I even posted one of the shaders more than a year ago). So, in F.E.A.R., half your workload goes ~3x as fast.Well technically, I said useful performance As in, if we ever get to a point where the XT is faster than the GTX due to an ALU advantage would the performance level be playable? I'm not sure how to go about evaluating whether being forward looking in this industry makes sense. I really wish we had some updated X1900XT numbers as that would shed some light on how practical it is to try to predict the future.
sireric said:It's not exactly what I meant. The driver development has been tremendous and I applaud all the efforts that the driver team has been doing. But, having a BRAND new architecture, with needs for new DX driver (our DX10 is from scratch), updated DX9, new OGL, and all this with a new OS and required support for that and the old one is just too much right now. It's going to take time to get the best performance out of this chip -- Both in terms of coding all the elements, and also because it's a new arch and the teams need to learn its ins&outs
Too much? But Eric, if you start late and don't have adequate amount of time to plan, execute, and validate then everything will seem relatively difficult and the resulting quality will suffer.
The main shaders in F.E.A.R. are ALU-heavy (I think I even posted one of the shaders more than a year ago). So, in F.E.A.R., half your workload goes ~3x as fast.
Looking at some of our benchmarks, with R580 clocked at 625e/730m and R520 at 650e/775m, F.E.A.R. at 16x12 was 78 for R580 vs. 56 for R520. How's that?
That's the only picture of you we had, blame it on the lack of paparazzi around ATI's HQ!The front page one.
Did nvidia suprise your team from this standpoint? were you expecting them going completely scalar?The scalar/VLIW architecture is fine and better than previous archs, but is not an advantage compared to our newest competition.
Was anyone expecting G80 to be a unified architecture, much less a scalar one?Did nvidia suprise your team from this standpoint? were you expecting them going completely scalar?
The shadows are stencil shadows, so they are largely limited by Z/stencil performance. If you enable soft shadows, then the balance shifts some as there is still a lot of Z/stencil going on, but there are some extra passes to compute shadow edges so they can be filtered.Not bad, not bad :smile: What does shadowing stress the most anyway?