12. DX9 shift from bandwidth to computation. Pixel Shading is not pixel filling
Also, it's starting to seem more and more evident to me that NV-30 is not going to be a world-beater in performance with today's games. At this point, here's my assumptions of NV30:
16 Texture / "Shader" units, compared to R-300's 8
128 bit, DDR2 memory, assume maybe 450Mhz: Approx 15 GB/sec.
What that would appear to be is a very "bandwidth limited" part...when in heavy "fill rate" situations.
That would, however, fit in very nicely with the quote on top of this page, and other nVidia comments about "pixel quality" and not performance. Reading into the "pixel shading is not pixel filling" quote above, it seems that heavy use of pixel shading ops is more computationally expensive, not bandwidth/fillrate. So the NV30 architecture may be more "balanced" for very heavy pixel shading scenarios, while being unbalanced for heavy "fill rate" scenarios.
What that would imply, is that performance in todays
games and games for the forseeable future, I'd expect Nv30's performance to fall in line according to its memory bandwidth. So if it's 128 bit DDR-2, then I would expect NV30 to fall between Ti-4600 and R-300 performance in games.
On the other hand, in the "3D renderfarm" type market (loads and loads of pixel shading ops), the extra "computational power" of the NV30 would pull it ahead, performance wise, of the R-300. Bandwidth is less important.
All speculation of course....can change tomorrow if Ben6 decdes to post again.