SiS Xabre pipeline shenanigans?

Sigh. Why do you have to put words into my mouth to prove your point? (whatever point that might be)

Look, I don't care if you get your panties in a giant tangle over 4x2 or 2x4. Feel free. I simply stated I don't. I made no judgements on anybody, or anybody's opinion.

Or do you believe that I insist everybody share my opinion? That wouldn't be projection, would it Dr. Freud?
 
i am haveing trouble seeing your point in comments like this:

RussSchultz said:
I personally don't care if they say its driven by snake oil and pixie dust.

The performance in the end is the only thing that matters.

Of course, the SiS performance has never been anything to crow about...


if there was any evidence at all that snake oil and pixie dust could assist in performance then i might find relevance in your comments; however at this point it seems more like and attempt to detract us from a point rather than present us with one.
 
Russ,

OK Then:

"Us:" We, and consumers, use benchmarks (real and synthetic) and specs as the basis for buying decisions. Because of that specs should be as accurate and non-misleading as possible.

Russ: I personally don't use specs as a basis for buyng decisions, so I personally don't care how accurate / misleading they are.

Us: Good for you. Do you think other consumers are mindful of specs, and thus on THAT basis they should be as accurate as possible?

Russ: No comment.

:rolleyes:
 
But, before you put words in my mouth :rolleyes: I'd prefer companies not misrepresent the information they share with us

That seems to answer your question doesn't it?

Even well after I stated it, you're still putting words in my mouth, or at least motivations into my heart. Which is why the ":rolleyes:" was there, because I knew you'd do it anyways.
 
Can you answer this question directly, Russ, because I wouldn't want to put words into your mouth or attach impure motivations to your heart:

Do you think other consumers are mindful of specs, and thus on THAT basis they should be as accurate as possible?
 
I'd prefer companies not misrepresent the information they share with us. But wait, I already said that.

To directly answer your question, I don't think consumers are particularly mindful of specs, especially of ones that don't mean anything to them.

Should specs still be accurate as possible? "I'd prefer companies not misrepresent the information they share with us."

But does it matter? I don't think so in this case.

8x1? 4x2? 2x4?

None of those mean much of anything to the lay person. One might guess 8 is bigger than 4 or 2, but 2 and 4 is bigger than 1. They all multiply out to 8 so maybe it doesn't mean much. Hmmm, perhaps they'll just look at 3dmarks. What are those? Dunno, maybe they'll ask the Fry's helper guy to tell them what to buy for $50 (He'll upsell them on the ATI or NVIDIA because he gets paid on comission).

Like I said, I don't think it matters much in this case, but "I'd prefer companies not misrepresent the information they share with us"
 
RussSchultz said:
"I'd prefer companies not misrepresent the information they share with us"
so then why do you hop into every thread where someone is bitching about it (note: other people are NOT you, so they might not share your viewpoint) and make a huge deal out of it?

Why do you feel the need to tell everyone that their opinions dont matter, becasue performance is king?

And i'd have to say, just during this thread your tune has changed. You sound alot less "passively supporting" of corporate lying than you did at first - and in all the toehr threads where you tried to tell people they were morons for caring about lying spec sheets.

You always harp on the "putting words into your mouth" bit. Maybe if you'd answer a direct question, when its posed to you, then you wouldnt have people who are forced to respond based on what they THINK you meant, or what your motivations MIGHT be.

Regardless, i find your stance to be shockingly accepting towards corporate mistruths. Do you think there will be a time when even the great Russ might be taken in by a spec sheet claim? Maybe then you will see the folly in ignoring a problem.
 
Althornin, I think you're existing in a completely different world than I am.

I know of only one recent thread where I've said that "performance is the only thing that matters" and that was this one. Did you read this thread over and over again and think it was a bunch of threads?

Have we talked about lying spec sheets in any other thread? (We meaning including me).

Just in case I was undergoing a fugue or something, I checked the messages I've posted. Nope, didn't see any outside this thread where I said "performance", "lying", or "spec".

Continuing on with this line, where did I tell anybody that their opinions didn't matter?

/Checks for Rod Sterling in the next room
 
RussSchultz said:
Is anybody trying to justify it?

Russ, I guess I read your post too quickly. It seemed to me like you were justifying it. Since then, I think you've made your position clearer. Fair enough.

With that out of the way, I'll make the suggestion that maybe we can get back on topic and discuss SIS, not Russ?
 
Joe DeFuria said:
Benchmarks don't tell all, particularly because we can't benchmark every single application and future applications.

I thought about this last night. In this light, having fewer and longer pipelines should be considered a nice surprise, not a problem. After all, if we have a 8x1 card, a 4x2 card and a 2x4 card that perform the same, we're likely to conclude that the 2x4 part will perform best for future games, since these will likely use more textures per pass than current benchmarked ones.

So the "lie" is basically showing the chips in worse light than reality, and I don't see this as a problem.
 
ET said:
Joe DeFuria said:
Benchmarks don't tell all, particularly because we can't benchmark every single application and future applications.

I thought about this last night. In this light, having fewer and longer pipelines should be considered a nice surprise, not a problem. After all, if we have a 8x1 card, a 4x2 card and a 2x4 card that perform the same, we're likely to conclude that the 2x4 part will perform best for future games, since these will likely use more textures per pass than current benchmarked ones.

So the "lie" is basically showing the chips in worse light than reality, and I don't see this as a problem.

This assumes that future games will be more limited by texture fetch than current games. If they are more limited by shader computation (also possible), the card with more, single texture pipelines will do better. If texture fetch is going to saturate the available bandwidth anyway, having more pixel pipelines lets you do more with the textures you have. So I would disagree strongly that having fewer pipelines, each with more texture units, gives a relative advantage to a card.
 
Right. I don't see any way, that assuming you are supplied with the appropriate bandwidth, that clock for clock, a 4x2 or a 2x4 is in any way superior to an 8x1. I don't get your logic here, ET.
 
I surmise ET is generally assuming a 2x4 configuration to be as fast as a 4x1 (assuming fillrate as the bottleneck). For this to be possible, the processor would either have to include a vast amount of practical deferred rendering techniques (for a greater "effective" fillrate), or the 2x4 would have to be clocked twice as high. The only other reasoning behind such a theory would be an initially inffecient 4x1 design, whose latency brought its actual performance down to half of its theoretical.

This aside, assuming equal architectures and clock rates, for fillrate intensive and shading applications, a 2x4 architecture would in no way outperform a 4x1 or 8x1 configuration. At 640*480 or 800*600, the 2x4 architecture might shine (in a texture heavy application).
 
antlers4 said:
This assumes that future games will be more limited by texture fetch than current games. If they are more limited by shader computation (also possible), the card with more, single texture pipelines will do better.

Yeah, must not have been thinking too clearly last night. :)
 
Did some more thinking about why I came to the conclusion that 2x4 is better than a similarly performing 4x2 (which I agree is a wrong conclusion, but perhaps not in all cases).

Luminescent said:
I surmise ET is generally assuming a 2x4 configuration to be as fast as a 4x1 (assuming fillrate as the bottleneck). ... assuming equal architectures and clock rates, for fillrate intensive and shading applications, a 2x4 architecture would in no way outperform a 4x1 or 8x1 configuration. ...

Yes, I was assuming a 2x4 implementation that performs as well an implementation with more pipelines on current titles and benchmarks. My hypothetical question was "given a certain known performance, what would be more promising for future performance?" I agree that given a certain architecture, the more pipelines the better. However, we're starting from a point where the performance of the chip is given, and want to determine how it might perform under different conditions.

I was originally thinking of the Xabre and not the GeForceFX (and I applied it to the GeForceFX without thinking). With the Xabre, if it is 4x2 then obviously it has four very slow pipelines. If it has 2x4, then it has somewhat faster pipelines, and they are underutilised in most benchmarks, which use just two textures per pass. I agree with antlers4 that shader computation could become the bottleneck, but perhaps not for shaders 1.3, which the Xabre supports. Therefore it's possible that the Xabre has a bit more performance to provide with 2x4. The Digit Life pixel shader test in that review shows how the Xabre outperforms the Radeon 9000 Pro when 4 textures are used, while it trails for 2 textures. That may be indicative of future games.

However, after thinking about this, I believe that the allegation of 2x4 for the Xabre is flimsy. It seems to be based on the assumption that the number of texture units determines the speed benefit of multitexturing, and therefore more than 2x speed increase means more than 2 units. But multitexturing also saves memory bandwidth and GPU operations, so it's not unreasonable to expect such a gain. We can look at multitexturing in 1x1 chips as an example of this.

Feel free to correct me if I made further mistakes.
 
(Note: for simplicity's sake I assumed cards have identical GPU/memory clock rates. If you'd rather, substitute e.g. "256 bits per clock" for "128-bit DDR", etc.)

In a single-textured fillrate test ala 3DMark's, at 32-bit color, and ignoring pipeline limitations, an efficient implementation should write roughly 1 pixel for every 60 or so bits of theoretical bandwidth available, meaning a card with a 128-bit DDR memory bus (like the Xabre) ought to hit roughly 4 pixels/clock throughput. The fact that it is getting slightly less than 2 pixels/clock throughput is an indication that either the memory specs are wrong (i.e. it's really 128-bit SDR or 64-bit DDR) or the pipeline is really 2xN.

In a multi-textured fillrate test ala 3DMark's, your pixel throughput should be slightly less than what you got on the single-textured test...assuming no loopback. I dunno if Xabre implements loopback or not, but in any case the texel fillrate of just less than 4x that of the single-textured test is a strong hint that the architecture is indeed 2x4 with no loopback.

The sure way to test this would of course be to check the results in 16-bit color. So...who on the board is going to fess up to having purchased a Xabre so we can get to the bottom of this? :p

As for the apparent confusion over whether 2x4, 4x2, or 8x1 really matters in real-world situations, it's complicated, but again it comes down to available bandwidth. Again you're not likely to get away with a color pixel write without using at least 64 bits of bandwidth and probably more like 80 bits, so for normal color pixels you're not giving up much single-textured performance to stay at a 4xN on a 128-bit DDR bus. To go down to 2xN without this performance penalty, then, you need to be using a 128-bit SDR or 64-bit DDR bus; so assuming Xabre is 2x4 and does have a 128-bit DDR bus, this organization would seem to be leaving a significant amount of performance on the table vs. 4x2.

The problem with 4x2 and a 128-bit DDR bus comes with general odd-count texturing; whereas under single texturing you lose half your theoretical fillrate but in reality barely lose anything, under triple texturing you only lose 1/4 your theoretical fillrate but might actually see realize much of those losses in reality. Consider further that these are bilinear-filtered textures only. So even a game like Q3--1 or 2 color textures plus a lightmap--is going to mean 3 or 5 texture applications with straight trilinear (the lightmap only gets bilinear), and from there you can start multiplying by the degree of anisotropic filtering you use (although remember that at settings like 8x and 16x, only a small fraction of total fragments actually get 16x or 8x filtering). Of course more modern games will be applying more textures.

Z/stencil takes much less bandwidth per, uh, zixel...offhand it would seem like an average of 36 bits during a z-only pass (24-bit read always, 24-bit write ~50% of the time). So here a 128-bit DDR bus really can sustain up near 8z per clock.

As for PS 1.1-1.3 shaders, suddenly the whole NxM bit only refers to the texturing component contributing to your pixel fillrate, and you have to also deal with the impact of running shader ops as well. But it's my impression that most PS 1.1-1.3 shaders are generally texturing heavy and thus may not differ in their performance characteristics very much from plain-old heavy multitexturing. This assumes, of course, that the instruction execution part of the pipeline is up to snuff, which may be a dubious assumption with a part like Xabre.

Finally I should mention that there is an advantage to a lower pixel pipeline count, all other things being equal, in that it is more efficient near triangle edges (because the group of pixels you work on simultaneously are all from the same triangle and usually come in a particular rectangle/square pattern; so when part of the rectangle is outside the triangle, those pipes go unused), and thus better for higher triangle-count scenes (and/or lower resolutions). Of course all other things are not equal, but the effect still bears mentioning.

As for the "philosophical" argument of the thread...I tend to agree with Russ. Well actually I sympathize with both sides and think the positions may not actually be as far apart as some might think they are. But I really don't buy the argument that anyone who understands what "NxM pipeline organization" means would make their purchase based on the spec sheet without reading a review beforehand. (More to the point, I don't buy the argument that anyone who understands what "NxM pipeline organization" means would buy a Xabre. :p)

I do agree that "4 pixel pipelines" sounds better on the box than "2 pixel pipelines", even to a layman. But OTOH both probably sound worse to the layman than "8 texel pipelines" or "8 texture units" or whathaveyou. I mean frankly the marketing diarrhea that shows up on the Xabre featurelist--terms like "X-Mart" and "Xminator-II Vertexilizer" (no I am not making this up)--should frighten away anyone who can read. So I'm really not particularly sympathetic to this whole line of argument.

As for the notion that knowing the pipeline organization (along with some benchmarks) will help predict performance on different workloads better than just the benchmarks alone, in theory yes, but in practice only if you really understand both the workloads you're trying to predict and the intricacies of rendering performance. If you're such a person, you probably already read the B3D review (in which case you know it's a 2x4) and in any case you almost definitely wouldn't be buying a Xabre! Besides, if knowing the pipeline organization really would allow you to predict performance on other workloads, than why can't you deduce the pipeline organization from the known benchmark results, Mr. Smartypants?! (At the very least you should be able to make the in this case somewhat obvious observation that Xabre is in some important way not performing up to its claimed specs.)

But shouldn't companies tell the truth? Yes, they should.

But as a practical matter, as long as the typical consumer for an add-in discrete GPU is a techno-illiterate fanboi, the typical PR person for a GPU vendor will be a snake-oil hawking charlatan. And, as always, the less competitive the product, the further from reality the marketing. Don't expect any of this to change any time soon.
 
Let me repeat my reasoning

Well, I think one of my prior posts about the nv30 has relevant points concerning your assertions that you repeat here, Dave H, so I'm going to repeat some of them in this thread for you to address (scroll down from the above link for a slightly fuzzy-brained explanation of "proxel" if you find it necessary):

demalion said:
...
Well, as you go on to recognize, any time the output can take more than one clock cycle to produce, differences can occur. Which is why, for example, 8x1 is different than 4x2 and 4x2 is different than 4x1 in some situations and not others...
...

...
Borrowing from someone's car analogy, that's like saying the importance of the number of cylinders in an engine doesn't matter because not every detail about the engine is revealed. The number of cylinders can be an important clue for the characteristics of the car with regards to the meaning of other reported aspects like the top speed, acceleration, fuel mileage, even if other details that have influence are not mentioned.

I still continue to completely fail to grasp the validity of rationale behind such "so what?" reasoning. Of course 4x2 can perform like 8x1 in many circumstance, but it is exactly those circumstances in which it does not that the difference in nomenclature signifies. Or should nvidia call their 8x aniso 16x aniso, or ATI call their 4x AA, 8x AA? Where does this rationale lead us? Should I go on a campaign lambasting the nv30 for being 4x1? I have as much justification as you propose nvidia has for 8x1...
...

To restate my point even more briefly, in a way directly (presumably at this time) relevant to the issue at hand: I don't begin to understand the reasoning that considers the circumstances when 2x4 is the same as 4x2, yet ignores the circumstances when 2x4 is the same as 2x1.

Hmm...let me quote myself again, this time from a PM, and offering a different outlook on the way consumers can be affected by specs (of course, to me it seems a more complete picture than what you offer, Dave H...the question is, does anyone else share that impression?):

demalion said:
...There is the "majority" who buy what is packaged with their OEM computer...why are we even discussing them in the context of anything technical, when buying criteria for graphics cards, if it is even considered at all, would most often be by "brand name"?

Then there are people who buy graphics cards separately, and I think it is pretty likely they can read boxes and spec lists (if online shopping). Are you disputing that? Does it not matter at all what manufacturers put on the specifications since some people might not read it?

Then we get into the more informed subset of people who might or might not influence the people above, and who read print magazines and/or internet reviews. They definitely get exposed to such information, either through their own interest or the assumptions of the reviewer. Of course, many will just go by the big graphs, ignoring what is actually being measured (this is the group targetted by "Aggressive" aniso settings and the Xabre series in general), but even those individuals will also be influenced by the facts as the reviewer sees them, and reviewers were being fooled as well. A complete absence of statements like "Although only a 4 pipeline architecture" in reviews is not insignificant in its impact on consumers.
How many reviewers will dismiss performance discrepancies as due to drivers based on the information nvidia has spread about the nv30? This is worse for print magazine both because of timeliness and their general focus (comitting something to print tends to wed them more to their past statements).
You really don't think that type of assumption, stated or unstated, signifcantly impacts consumers, or do you just think that it doesn't matter since it isn't the majority of computer users? If you'd state that, I'd point out that I think the portion of consumers who'd actually buy the card or a competing card that have been affected by (what seems currently to be a) misdirection is more significant than you are crediting.

...

Then, of course, there is the little practice I didn't mention of listing specs without mentioning brand name, and how it interacts with the various "levels" of consumer above (PS 1.3, 4 pipes...much more easily confused with what someone might recall about a GeForce than the Xabre's apparent actual specs...). There are plenty of people smart enough to compare specs in detail without having any detailed understanding of what they really mean, and I think a high level of technical knowledge comfort distorts some of the viewpoints I've seen that assume the contrary...perhaps thinking about cars again would illustrate the significance of this last point?

BTW, does it strike anyone else how Matrox could have spun things using these practices? If "half a Parhelia" can be called 4x2, I guess Matrox was first with an 8x2 part!
 
Demalion-

Yeah, I've been sort of avoiding responding to your very worthwhile arguments regarding (originally) 4x2/8z vs. 8x1 on NV30, because I want to do a bit more thinking and analysis first. Unfortunately, all the interesting news of the past couple days has put this further and further off.

But in order to avoid continually ignoring your comments, a quickie response. (BTW, for the purposes of the discussion I'll talk mostly about 4x2 vs. 8x1, but the ideas are general.)

1) Why do I keep ignoring the effect of 4 proxel/shixel pipelines vs. 8? Initially it was because I was thinking that the fixed-function organization (i.e. 4x2) did not necessarily have anything to do with the shader pipeline organization, and so for the purposes of the discussion I wanted to keep them seperate. I think I developed this view back when it was unclear whether NV30's PS 1.4+ shader pipeline was somehow decoupled such that it really did have 8 pipelines (in the sense that it could have 8 pixels moving through the pipeline in parallel). We now know that's not true, and further reflection on what's actually going on has made me come to the conclusion that it's not likely to be true on any near-future GPU.

Instead it seems likely that what I've been calling "the fixed-function organization" does have a very specific effect on the shader pipeline--it describes the texturing and texture filtering portion of the shader pipeline. To be specific, this is no different from its role in the fixed-function pipeline; the difference, though, is that all the other math and memory operations in the fixed-function pipeline are done by dedicated fixed-function units arrayed in such a way that it is only the number of texture applications (specifically, in most modern cards, the number of bilinear-filtered texture applications) plus any memory latency constraints which fully describe the throughput of the pixel pipeline. In other words, even though e.g. 4x2 really only describes the texturing portion of the fixed-function pipeline, that combined with the memory hierarchy is the only thing that determines performance.

With shaders it's different of course; the math and/or the performance of dependent texture reads is what's generally going to bottleneck performance in pixel shaders of any complexity. OTOH, it's my impression that most pixel shaders as they are used today (i.e. PS 1.1-1.3) are going to be mostly texturing limited, as they are not really all that different from multitexturing with a few math ops thrown in. So in that sense, 4x2 vs. 8x1 might indeed be a useful differentiation for a PS 1.1 shader whose performance is mainly determined by the 3 textures it reads rather than the 2 or 3 math ops it does with them. (i.e. 8x1 should be an advantage because of the whole odd/even thing. Assuming none of the three textures is trilinear/anisotropic filtered...) OTOH, "4 proxel/shixel pipelines" would not be a useful description in this case, because 4x1 and 4x2 will give very different results.

And in general I'm afraid I don't think "N shixel pipelines" is ever a useful term without discussing what constitutes each pipeline. Again, with fixed-function pipelines, the only relevant constituent has been the number of TMUs. (And the amount of filtering they can do. And, for MSAA, the number of z-units. And maybe something else I'm forgetting.) But with shixel pipelines, you also need to talk about the ALU resources in each pipeline as well. And if you want to be accurate, you need to talk about them in some detail. I'm afraid that, for PS 2.0 type shaders at least, counting up the number of pipelines will have nearly zero bearing on overall performance, as the only thing it really limits is the number of pixels issued or retired on any given clock, and these limits are never going to be a limiting factor. (Well it also limits texturing efficiency to the degree that you're reading e.g. an odd number of textures with a 4x2 vs. an 8x1 organization. But we already have 4x2 and 8x1 as terms.)

It's sort of like...it's sort of like we're trying to measure the area of a rectangle and you're just telling me the width.

[Wait a sec: just to be sure, by "proxel"(/"shixel") we are counting the number of fragments shaded in parallel, not the number of ops applied per clock, right? Because now that I think about it, the analogy with "texel" would probably suggest the latter definition. Anyways, it still doesn't capture all the necessary constraints.]

Um, so while I take back the notion that 4x2 vs. 8x1 in and of itself isn't important for UT2003 performance just because shaders are being used, I do think it doesn't begin to tell us enough to differentiate meaningfully between performance on a nice hefty PS 2.0 shader.

2) If feature lists didn't influence buying decisions, why would they bother printing them on the box? Clever, my boy, very clever. :)

But I have a question for you: if feature lists do influence buying decisions, why does the Xabre list include "Xmart", "Vertexilizer" and "Xminator-II"??? 8)

3) How can I argue "4x2/8z vs. 8x1 doesn't matter" so long as there are situations where they will result in different performance? Just because there are situations where they result in the same performance doesn't cut it: there are situations where an E&S 4-way R300 and an S3 ViRGE will result in the same performance (e.g. Nethack)!

First things first: it does matter that Nvidia lied about it, in the sense that, well, they lied about it. Very bad. But, been there, done that. Not that I've forgotten--just that I don't care to talk about it any more.

New question is, does it matter in terms of it adversely affecting performance (given the rest of the NV30 design)? Any my still tentative answer is, not in any significant way. (By "significant" I mean "meaningful" rather than just "pretty big".)

I still want to analyze this (or try) in greater detail, but some points to think about before you dismiss the idea:

1) 4x2 is more flexible than 8x1 in the sense that it gets a reduced triangle-edge penalty. (Because each "pixel cohort" has to be from the same triangle, and in general are taken in a specific rectangular pattern as I understand it; pixels outside the triangle mean wasted pipelines.) This gets more important with small triangles and low resolutions (i.e. in future games), so it can even be seen as being forward-looking in some way. Point is, there are performance benefits in common situations as well as performance drawbacks.

2) I don't care about any situation where performance is already above, say, 70fps. Or, at least, 85fps. As per above I'm going to ignore performance of long shaders, because 4x2 or 8x1 only tells us a little about their performance characteristics.

3) Bandwidth limitations mean there would be probably no real-world single-textured situation where 4x2 vs. 8x1 would make a difference...except in the sense that the triangle-edge effect would probably make the former faster. (Actually I may be wrong on this. Can someone come up with a reason to use apply a single-texture pass with a highly magnified texture and no z reads/writes?)

Same with color (but no texture) + z.

4) Z/stencil-only is at 8 zixels/clock of course. Is there any situation where you would want to write non-textured color without z? I dunno. If so that would represent a shortfall with this design. I don't know enough to say whether this occurs on any sort of a regular basis.

5) The performance hit, then, if there is one, is going to come exclusively when applying an odd number (higher than 1) of biliear-filtered texels to a fragment in a single pass. (Assuming I've correctly dismissed all the other situations above.) The theoretical fillrate hit is 1/4 fillrate for 3 textures, 1/6 for 5, etc.

First thing to note is that all trilinearly filtered and/or anisotropically filtered textures result in even numbers of bilinear-filtered texture applications. Arjan helpfully pointed out that there are some types of textures that don't get trilinear, but I'm not sure if that goes for aniso as well (I would tend to guess it doesn't, but I really don't know).

But if we combine the fact that I don't want to talk about shader performance because there are too many other variables with the fact that I only want to talk about performance hits that actually mean something, I think you end up almost necessarily in a situation with trilinear and/or AF. Unless you turn on MSAA or something, but in that case you're going to be bandwidth limited, so no point in blaming anything on low fillrate!

Hell: in general with NV30 you're going to be bandwidth limited. Or shader op limited. Or platform limited, of course. The set of circumstances where you're limited by texel fillrate is pretty small with NV30, and generally implies AF. I don't know enough to know whether this necessarily means an even number of bilinear texels per pass (assuming no shaders), or whether it just means a pretty darn high number, which may be just as likely to be odd as even but which represents a small performance hit for the Nx2 pipeline inefficiency in any case.

Not to mention the triangle-edge benefit. No, let's mention it: the triangle-edge benefit!!

I rest my case! And (long overdue) also my body. Hopefully this made some small amount of sense...
 
Thanks, Dave. Going to read this more thoroughly and think about it when I have some more time. Sadly I don't have a Xabre, but I plan to get one, since I already have most GeForce / Radeon generations at work (that includes my home computer...), and I think it's worth adding a Xabre to the list. But they're not sold here, so it might be a few months before I get one (unless SiS has a developer program like ATI's).
 
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