VGA Calculator

marco_simao

Newcomer
Hello, i have created one tool to calculate the theoretical performance of graphics cards.
Currently i am working on the unified shader and i have some questions.

r600 is said to have 64 unified pipelines at 800mhz. They say it can do 2B vertex/s.
How is that possible, i expected more?

what is the setup engine?

What am i doing wrong, in my latest version?


Current version - 24
Beta version - 25
 
The number of vertices per second that a card can do isn't directly related to the number of vertex pipelines. Specifically, once those vertices are transformed, they need to go through the fixed-function triangle setup engine before entering the pixel pipelines. It's this fixed-function triangle setup engine that is likely to be the bottleneck for "vertices per second" benchmarks in unified architectures.
 
This setup engine is limiting the vertex count the "same" way ROPs are limiting fillrate ??

Could someone give me the link about the setup engine on the xbox 360...
 
Well, it's not really something that would ever be important for performance in a realistic game, so I wouldn't bother to try.
 
marco_simao said:
Could someone give me the link about the setup engine on the xbox 360...

Do a search on the forum or in Google. The setup rate is 500M triangles/s (i.e. 1 vertex per clock). The vertex shaders though can do over 6B vertex transformation per second at peak (which is useless of course). But none of that tells us how this would be used in a real game.
 
I have updated my latest beta. Could anyone see if is actualy acurate.
Setup engine limiter is enabled only in unified shader and must have use hacks enabled to use it.

Link is on the first post.
 
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