OpenGL guy
Veteran
From the article you linked:It was amazingly quick for vertex processing, but had serious problems with some heavy duty pixel shaders. It has led me to believe that those 320 SPs weren't all that amazing compared to NV's 128 SPs. Aside from the differences in each company's way of counting (ATI actually having 64 SPs when you don't just count ALUs.)
Looks pretty heavily texture bound and the results agree.The first pixel shader test will be the Fur test. When used with the lowest settings, it uses 15-30 texture lookups from bump maps and two lookups from the main texture. The High Effect Detail mode increases the number of lookups to 40-80. When shader supersampling is enabled - the number of lookups grows to 60-120. And the High mode with SSAA is the heaviest mode - 160-320 lookups from a bump map.