Jawed
Legend
It could well be that ATI held back on TMU and ROP capabilities and put all that extra bandwidth in there for the new features of D3D10, i.e. streamout and constant buffers.I agree. As I've been saying since the 512 bit bus came to light, "what the heck does R600 need that memory bandwidth for?" Maybe the answer is pretty simple - there's nothing special about the increased AA (which I'm expecting) or physics, it could just be that R600 has the pure processing ability to fill that bandwidth in normal use. It has enough TMU, vertex/shader/geometry processors running fast enough that it can utilise all that extra bandwidth, and maybe needs it in order not to choke the performance the chip is capable of.
Streamout is moderately like a simplified ROP:
- write only
- writes up to four separate streams concurrently
- prolly writes in tiled-bursts (which requires a significant amount of tiled buffering)
So, if you take the balance of these features then you could argue that streamout and CB/VBs on top of TMUs and ROPs accounts for the extra bandwidth, without needing to pump-up the TMUs and ROPs in any great fashion.
Undoubtedly. But it's also the time of maximum risk, because there's so little experience with the new concepts. Additionally, there's been plenty of features cut from D3D10 for one reason or another which means that one IHV might well have left them in while the other might never have had a chance in hell of getting there (hence the cut).If you're going to pull out all the stops (as Nvidia did with G80), then this is the time in the product lifecycle to do it ie at the DX10/Vista/GPGPU inflection point. We've never had three important inflection points all arrive together like this, and this is the time to bring your best game to the market.
Jawed