The NEXT LAST R600 Rumours & Speculation Thread

Discussion in 'Pre-release GPU Speculation' started by Geo, Mar 1, 2007.

Thread Status:
Not open for further replies.
  1. Skinner

    Regular

    Joined:
    Sep 13, 2003
    Messages:
    878
    Likes Received:
    12
    Location:
    Zwijndrecht/Rotterdam, Netherlands and Phobos
    Why is no one committing about the IQ?
     
  2. bdotobdot2

    Newcomer

    Joined:
    Jun 7, 2004
    Messages:
    56
    Likes Received:
    1
    Location:
    Tonawanda, NY
    Cause its hard to see thru smoke and mirrors?!? ;)

    Those that might be putting up legit reviews will wait til the NDA is up and put up full fledged reviews they can take credit for.
     
  3. Shtal

    Veteran

    Joined:
    Jun 3, 2005
    Messages:
    1,344
    Likes Received:
    4
    http://bp2.blogger.com/_BabjUDZIqPw/RjIc5GGObEI/AAAAAAAAACM/NsWoRGaAG-0/s1600-h/013.jpg


    16 texture units = Grown-Man trying to ride /accelerate using pedals on baby bicycle :lol:
    Oh! come on....

    -Or-
    16 texture units = You have a huge engine but trying to fit in a small car. Good Luck with that :)

    I hope ATI/AMD do realize that in order to boost FPS you need 32+ texture units and 20 or 24+ ROP's "Just hope that 65nm R650 will be a big surprise for me"

    320 stream processor units running on lower MHz Frequency, I rather have 128 stream processor units but running at high Frequency. It will be very hard to utilize all 320 stream running low MHz frequency.
    But I still like ATI. :)
     
    #3503 Shtal, Apr 29, 2007
    Last edited by a moderator: Apr 29, 2007
  4. Farhan

    Newcomer

    Joined:
    May 19, 2005
    Messages:
    152
    Likes Received:
    13
    Location:
    in the shade
    Care to explain why it's harder?
     
  5. Shtal

    Veteran

    Joined:
    Jun 3, 2005
    Messages:
    1,344
    Likes Received:
    4
    If you have a very big pipe but the water flow is low or not enough in order to push the water flow to the max, creating pressure that pores the water out in/at the great speed that it will wash you away if you stand in its way.

    Big pipe = 320 stream processor units
    Water = MHz
     
  6. Razor1

    Veteran

    Joined:
    Jul 24, 2004
    Messages:
    4,232
    Likes Received:
    749
    Location:
    NY, NY
    hmm doesn't really work that way :wink:
     
  7. Anon Lamer

    Newcomer

    Joined:
    May 13, 2003
    Messages:
    88
    Likes Received:
    1
    Location:
    The void between routers
    But 3dmark03 is known to be very little influenced by CPU.
     
  8. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
    Moderator Legend Alpha

    Joined:
    Feb 7, 2002
    Messages:
    20,516
    Likes Received:
    24,424
    But you're still moving the same volumn of water!

    Do not think of the speed of the water, think in terms of the volumn.
     
  9. Shtal

    Veteran

    Joined:
    Jun 3, 2005
    Messages:
    1,344
    Likes Received:
    4
    Different comparison: but: comparison R600 = 7 lanes on freeway traffic driving at 50MPH Vs. G80 3 lanes traffic on freeway driving at 120MPH.
     
  10. Razor1

    Veteran

    Joined:
    Jul 24, 2004
    Messages:
    4,232
    Likes Received:
    749
    Location:
    NY, NY
    work done is what you want to see at the end at a given frequency at a given time.
     
  11. Shtal

    Veteran

    Joined:
    Jun 3, 2005
    Messages:
    1,344
    Likes Received:
    4
    But the original question was to utilize 100% 320 stream processors units, which will never happened!

    Just like R580 w/ 48 pixel shader processors.
     
  12. silent_guy

    Veteran Subscriber

    Joined:
    Mar 7, 2006
    Messages:
    3,754
    Likes Received:
    1,382
    You've broken the secret code of chip design!
     
  13. Razor1

    Veteran

    Joined:
    Jul 24, 2004
    Messages:
    4,232
    Likes Received:
    749
    Location:
    NY, NY

    Think your confusing a bottleneck with ultilization.
     
  14. Shtal

    Veteran

    Joined:
    Jun 3, 2005
    Messages:
    1,344
    Likes Received:
    4
    Please don't make fun of me, I'm trying to find/use the best English words to my knowledge.
     
  15. Farhan

    Newcomer

    Joined:
    May 19, 2005
    Messages:
    152
    Likes Received:
    13
    Location:
    in the shade
    It is not your english that is amusing, trust me.
    Your analogy about freeway lanes doesn't quite cut it either. What you have described is more like the difference in latency for a single instruction, and even then, you are making the big assumption that the pipeline depth (the length of the freeway) is the same for both.
     
  16. CMAN

    Regular

    Joined:
    Mar 23, 2004
    Messages:
    620
    Likes Received:
    15
    Location:
    St Louey
    Which modern games are heavily texture dependent? These would probably be the best to show any defenencies due to having only 16 texture units. Hopefully, Rys will have that under control though. :smile:

    In addition, is there any analysis that shows at what resolutions 16 ROPs may become a bottleneck?
     
    #3516 CMAN, Apr 29, 2007
    Last edited by a moderator: Apr 29, 2007
  17. Jawed

    Legend

    Joined:
    Oct 2, 2004
    Messages:
    11,716
    Likes Received:
    2,137
    Location:
    London
    Disappointed, huh?

    The bizarre thing is that in the same time it can do a vec4 MAD (vector or scalar makes no difference) it can do any of the following:
    • 2 scalar MULs
    • 2 vec3 MULs
    • 1.6 Vec4 MULs
    • 4 scalar ADDs
    • 3.2 vec3 ADDs
    • 2.5 vec4 ADDs
    But not knowing how many texture fetches there are and other such quibbly details, I dunno if these are worth much investigation. The GPUBench guys had to keep fixing their code in order to get meaningful results...

    Jawed
     
  18. CMAN

    Regular

    Joined:
    Mar 23, 2004
    Messages:
    620
    Likes Received:
    15
    Location:
    St Louey
    Granted, I don't know how the "320 Stream Processors" relate to the 128 Nvidia utilizes, but I'd assume it would require more transistors to schedule and keep more parallel stream processors full (since ATI probably doesn't use scalar ALUs like Nvidia does it's difficult to make a correct comparison and there is a bunch of hand waving and assuming here :wink: ). Thus, less parallel processors could require less transistor overhead and allow that space to be utilized for other more productive uses.

    I'd also assume though, that ATI engineers would do a complete analysis on such usage before starting, so I'm not sure how relevent this is in reality.
     
  19. Shtal

    Veteran

    Joined:
    Jun 3, 2005
    Messages:
    1,344
    Likes Received:
    4
    I would like to say sorry to everyone on this forum for my comparison, it is well possibly my message is not accurate and correct because of my lack understanding of the GPU design. :(
     
  20. Brian118

    Newcomer

    Joined:
    Apr 28, 2007
    Messages:
    14
    Likes Received:
    0
    Location:
    Florida
    lol, It's ok, at least you are brave enough to try. I have no idea what some of you guys are talking about half the time.
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...