Joe DeFuria
Legend
http://www.theinquirer.net/?article=7920
Looks like the 4x2 cat is coming out of the bag on a larger scale...
Looks like the 4x2 cat is coming out of the bag on a larger scale...
Tahir said:Saw that too just now..
I think B3D should send www.theinquirer.net an invoice. I'm being serious too!
Nite_Hawk said:What exactly is color+z rendering, compared to z-rendering and the various operations? If shader operations are running at 8 pixels per clock, will the FX get better in the future, or worse in the future as things become more shader oriented?
Nite_Hawk
epicstruggle said:I wish the inq would have credited b3d, this is obviously the site they got that info from.
later,
the inquirer said:IN A MARATHON INVESTIGATION that The Inquirer launched a couple of days ago, we have some solid stuff to present to you.
demalion said:the inquirer said:IN A MARATHON INVESTIGATION that The Inquirer launched a couple of days ago, we have some solid stuff to present to you.
This is just plain disgusting.
Matt said:By the way, I was told by someone that this is half the story. Seems the NVIDIA Technical Manager didn't give the whole story, and probably couldn't because of NDA material.
RoOoBo said:Matt said:By the way, I was told by someone that this is half the story. Seems the NVIDIA Technical Manager didn't give the whole story, and probably couldn't because of NDA material.
You mean it can be even worst?
Pipes don't mean as much as they used to. In the [dual-pipeline] TNT2 days you used to be able to do two pixels in one clock if they were single textured, or one dual-textured pixel per pipe in every two clocks, it could operate in either of those two modes. We've now taken that to an extreme. Some things happen at sixteen pixels per clock. Some things happen at eight. Some things happen at four, and a lot of things happen in a bunch of clock cycles four pixels at a time. For instance, if you're doing sixteen textures, it's four pixels per clock, but it takes more than one clock. There are really 32 functional units that can do things in various multiples. We don't have the ability in NV30 to actually draw more than eight pixels per cycle. It's going to be a less meaningful question as we move forward...[GeForceFX] isn't really a texture lookup and blending pipeline with stages and maybe loop back anymore. It's a processor, and texture lookups are decoupled from this hard-wired pipe.
Matt said:By the way, I was told by someone that this is half the story. Seems the NVIDIA Technical Manager didn't give the whole story, and probably couldn't because of NDA material.
Pipes don't mean as much as they used to. In the [dual-pipeline] TNT2 days you used to be able to do two pixels in one clock if they were single textured, or one dual-textured pixel per pipe in every two clocks, it could operate in either of those two modes. We've now taken that to an extreme. Some things happen at sixteen pixels per clock. Some things happen at eight. Some things happen at four, and a lot of things happen in a bunch of clock cycles four pixels at a time. For instance, if you're doing sixteen textures, it's four pixels per clock, but it takes more than one clock. There are really 32 functional units that can do things in various multiples. We don't have the ability in NV30 to actually draw more than eight pixels per cycle. It's going to be a less meaningful question as we move forward...[GeForceFX] isn't really a texture lookup and blending pipeline with stages and maybe loop back anymore. It's a processor, and texture lookups are decoupled from this hard-wired pipe.
Interestingly, neither Kirk nor Tamasi were willing to disclose how many texturing units are present in each pixel pipe. In our interview, they both stressed the decreasing importance of pipes, and focused on the number and sophistication of internal processing units -- which they feel is more important. Kirk describes GeForceFX as a network of processing units on a single dye, and adds