I am one of the many not able to follow your line of argument.The increase in shader processor count is irrelevant, since RV670 was already tex-bound and thus incapable of utilizing all of its SPs in most situations. It is the "base" increase in TMU count to 40 that has finally allowed the SPs to stretch their legs a bit more with a higher utilization rate (i.e. they're not sitting idle waiting on texture lookups).
If you say, the increase to 40 TMUs has allowed the SPs to stretch their legs without regard of their proportional increase as well, in my understanding you're basically proposing, that we're seeing all the glory of 320 SPs and 40 TMUs in action - leaving the other 480 SPs sitting idle?
Of course - those results make perfect sense. I'm getting about 70 percent of max out of my GTX280s ROPs in this particular test because it is in essence more of a bandwidth test. That's why this particular rate has not increased much more than linear compared to G80 and downright sucks if you compare it to RV770 XT.Well, after a brief testing with 3DMark's single-texture feature, looks like GDDR5 pretty much feeds the RBE's blenders to their near-theoretical maximum, that is ~11300 of 12000 MPix (16*750MHz). Some 200MHz more on the memclock yelds ~11500 MPix.
On the other hand, G200's rates are way off of it's 32 mammoth array of ROPs.
OTOH the 115 GBytes per second of bandwith do only have to sustain a maximum of 12GPixels per second whereas the 150ish GBytes per second in GT200 have to feed a theoretical 22 GPixels per second. I am not surprised, they're not able to do that.
edit:
Actually, I think it's quite an interesting comparison, albeit off-topic. Taken fillrates and bandwidths into account, I'm getting about 37 percent more fillrate out of only 28 percent more bandwidth.
edit2:
Just re-ran some tests. With the same bandwith-per-pixel-ratio as your 4870 (a very healthy 9,6 bytes per pixel if I am not mistaken) - meaning about 480 MHz core clock for mem running at 1150 MHz - I'm getting about 96,9 percent of ST-fill.
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