When a card is said to be "bandwidth limited"

Mintmaster said:
That would happen even if you were bandwidth bound. Geometry doesn't take much bandwidth relatively speaking, and generally the AGP bus is used (In PS3 it'll be the FlexIO link). So rendering each pixel requires a certain amount of memory access.

So resolution does not really affect bandwidth limitation. If anything, higher resolution makes a card slightly less dependent on bandwidth, because the same texture data is spread over more pixels (during magnification), and compression schemes work a bit better.

wha? I think you missed the point of what I am saying. If your card had infinate bandwidth the FPS would solely be dependant upon fill rate and FPS would drop as you move from one res to the next high one baed upon the fill rate of the card. Of course the same thing is gonna happen if you are bandwidth limited as everything has tro share the bandwith including fillrate....
 
YeuEmMaiMai said:
wha? I think you missed the point of what I am saying. If your card had infinate bandwidth the FPS would solely be dependant upon fill rate and FPS would drop as you move from one res to the next high one baed upon the fill rate of the card. Of course the same thing is gonna happen if you are bandwidth limited as everything has tro share the bandwith including fillrate....
Then what exactly was the point of your post and example?

You said if we're not bandwidth bound, then you get that scaling. But even if you are bandwidth bound, you get the same scaling. How does your example help to show if you're bandwidth bound? How does it help Bill get an answer to his question?
 
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