Chalnoth said:Now, what are the die size and transistor counts of the X1300 and X1600 cores so we can get some better idea of how big an X1800 core would be?
The ALU counts are right - for shader math. You forgot to count the texture address calculation ALUs, though... An extra 16.ERK said:So after reading some reviews, am I correct to assume R580 will have:
48 vec ALU 1
48 vec ALU 2
48 scalar ALU 1
48 scalar ALU 2
for a total of 192 ALUs of various flavors, bundled into 12 pixel shader processor quads?
Or is that 3 "quad-quads?"
This speculation sure is fun, but the semantics are a major pain.
We don't know what the detailed ALU arrangement in Xenos is. All we know is that it's vec4+scalar.Colourless said:I would have assumed the 48 Pipes would just be single ALUs, much like Xenos, rather than the current ALU+Mini ALU setup
The transitior increase from 24 ALU+Mini ALU pipes to 48 ALU pipes probably isn't *that* much.
Unlikely the ALU structure will change for two reasons - blocks and wiring for this structure is well known and th compiler is already tuned for it.Colourless said:I would have assumed the 48 Pipes would just be single ALUs, much like Xenos, rather than the current ALU+Mini ALU setup
The transitior increase from 24 ALU+Mini ALU pipes to 48 ALU pipes probably isn't *that* much.
Chalnoth said:Now, what are the die size and transistor counts of the X1300 and X1600 cores so we can get some better idea of how big an R580 core would be?
PeterAce said:So each Quad PS Core will gain a second and third set of the current ALU structure (ALU1, ALU2). Meaning that R580 will still have 4 Quad PS cores (but each core will have more ALUs packed in).
Dave Baumann said:Yes and no.
Its a little complex how I view it, but just saying "4 quads with more ALU's" implies that the ALU's are deep (i.e. lots of instructions executed on a single pixel), but they not, they are wide (lots of pixels). However, conceptually I still see ATI's Quad pipes as a single quad pipe - from intput, to shader, to ROP - in the case of RV530, though, is pushing three quads of pixels through the ALU area at any one point in time (you could say "Triple data rate" through the ALU's).