digitalwanderer said:The trouble is, how do ya pick the games? A new thread perhaps? :|
So let it be written. . .
http://www.beyond3d.com/forum/viewtopic.php?t=19901
digitalwanderer said:The trouble is, how do ya pick the games? A new thread perhaps? :|
There are plenty of reasons for NV to do a new hi-end chip -- as there always were. Price/performance ratio is what counts, not raw performance. 6800U SLI will most probably beat R520 in all benchmarks but its cost will be 2 times higher plus numerous bugs of SLI plus 800W power supply plus very expensive motherboard plus higher noise of SLI setup plus ATI AMR which can be a clone of SLI in performance gains. Enough reasons i think.martrox said:There really isn't a good reason for nVidia to do anything.
martrox said:My point with 11u is that nVidia will get little if any added core speed out of it. Their product line is still very strong and competitive. While ATI does have higher performing models in the high end, nVidia can always counter that they, via SLI, have the performance crown. Not counting the hefty cost of intry, few can argue with this. There really isn't a good reason for nVidia to do anything. Anyone here think a 520 will blow away a SLI 6800GT/Ultra from a "best 15 benchmarks and games as presented by damn near every hardware site" point of view?
Zero.Alstrong said:How many transistors would nVidia have saved by not including FP16?
FP16 is for data, all hardware is FP32 anyway. There are some FP16-related areas in pipeline control logic but i doubt that they are bigger than 1M in transistor count anyway.Chalnoth said:Oh, they would have saved more than zero, that's for sure. But probably not that many.
Well, there are no FP32 NRM, texture filtering and blending, so you can't really "save" transistors here, you can only cripple chip's functionality. The same way to "save" transistors would be to cut half of pixel pipelines.Chalnoth said:There's probably a bit more than that in the NV40, due to the NRM instruction, texture filtering, and blending.
If NV40 is 220M transistors, why would you expect more than twice that for twice the pipelines? I'd say it would be more like 350M transistors.Chalnoth said:I don't think we're yet at the transistor densities required for 32 pipelines and SM3 hardware (which would be roughly 450-500 million transistors...and that's just assuming nothing more advanced than NV4x).
With the shader speeds that we're talking about for the next generation, I would be *very* surprised if R520 had partial precision. Even moreso given ATI's comments regarding _pp in the past...Will the R520 be Pure FP32 like the current core is pure FP24? Or will ATi pull off Fp32/FP16 similar to what Nvidia is Doing.
Hellbinder said:Will the R520 be Pure FP32 like the current core is pure FP24? Or will ATi pull off Fp32/FP16 similar to what Nvidia is Doing
The Baron said:With the shader speeds that we're talking about for the next generation, I would be *very* surprised if R520 had partial precision. Even moreso given ATI's comments regarding _pp in the past...Will the R520 be Pure FP32 like the current core is pure FP24? Or will ATi pull off Fp32/FP16 similar to what Nvidia is Doing.
As for blending, I have no idea. Isn't it a requirement of SM3.0, though?
Pure FP32 in the shader, FP16 blending I expect. Blending is too bandwidth hungry to be useful for FP32 yet.Hellbinder said:Slight Shift in Speculatiuons...
Will the R520 be Pure FP32 like the current core is pure FP24? Or will ATi pull off Fp32/FP16 similar to what Nvidia is Doing.
Will they offer Fp16 Bliending? or will Blending operations be done at FP32 or some interesting use of Hardware to accomplish "the same thing as Blending" without it being actualy Blending ala Nvidia.
1. I would expect both vertex and pixel pipeline counts to be doubled. That's most of the transistors in the chip. The only things that would remain the same are the video processor and I/O.Xmas said:If NV40 is 220M transistors, why would you expect more than twice that for twice the pipelines? I'd say it would be more like 350M transistors.
Well, for the purposes of non-graphics computing, I personally think it would be highly useful to allow accessing of a FP32 framebuffer within the shader.Xmas said:Pure FP32 in the shader, FP16 blending I expect. Blending is too bandwidth hungry to be useful for FP32 yet.
The only beneficial way I see to do blending in a "non-standard" way would be to drop the color ROPs and do the blending calculation in the shader as a last step, being able to access the framebuffer there. But there are other drawbacks to this, and I don't really think it's worth it.