therealskywolf
Regular
Check this http://www.anandtech.com/tradeshows/showdoc.aspx?i=2423 out guys
wireframe said:tEd said:pc999 said:I had posted this on the other thread but once you are talking about it...
Anyone wants to coment this
So yes, if programmed for correctly, the Xbox 360 GPU is capable of 96 billion shader operations per second.
http://www.hardocp.com/article.html?art=NzcxLDM=
...yes it's the same shit as nvidias 136 shader ops/sec
If he at least would have explained how they count the shader ops but no , just a stinky number
I think HardOCP mixed this one up and the number of shader ops the C1/R500/Xenos/<insert interesting name here> can do is 48 Billion per second. Let me explain why.
48 Billion ops per second is what was first reported. However, if anyone took the time to compute the number of ALUs times cycles they would have arrived at a number of 48*500MHz= 24 Billion ALU ops per second. I think what ATI tried to clarify is that each of the 48 parallel processing units is capable of two ops per cycle. This gives us 48*2*500MHz= 48 billion ops per second.
Of course I could be wrong and the total number of ops just doubled from what was known before. This would be significant because it would make the C1/R500 a theoretically more capable shader processor than Nvidia's/Sony's RSX.
But I doubt they would give out the wrong number (48 billion) by mistake like that. Would be a major cock-up.
Just want to sneak in a comment that these theoretical numbers may be very bad for comparing the two competitors. The same goes for their CPUs. Not only are these theoretical maximum performance numbers and what really matters with something like a console is how close to the optimum you can operate. Look at the Pentium 4 as an extreme example. It has very high theoreticals and can even back them up in specialized benchmarking tests, but when multiple types of code/data need to be processed and the CPU cannot dedicate itself to one task, look what happens. Performance plummets and a design like the Athlon 64 keeps on trucking. It will be very interesting to see how close these machines are and how close the software will be (noting that software will probably look and play very similarly unless one machine offers something substantial above the others).
pc999 said:Thanks wireframe.
Megadrive1988 said:cool. thanks for writing this out wireframe, to help make things more clear, and making it sort of an open-ended answer - things could have changed by now, but this is how you understand it according to what was reported / announced. nice post.
wireframe said:pc999 said:Thanks wireframe.
Heh. I just followed the link near the bottom just now and saw that Tim had written exactly what I wrote. I wasn't aware that this had already been answered, and to you, in another thread already.
gurgi said:I'm sure I'm showing my ignorance here, but why would the operations have to be scheduled internally on the hardware? Couldn't you just have a pool of shaders that go to work on a first come, first serve type basis?
wireframe said:tEd said:pc999 said:I had posted this on the other thread but once you are talking about it...
Anyone wants to coment this
So yes, if programmed for correctly, the Xbox 360 GPU is capable of 96 billion shader operations per second.
http://www.hardocp.com/article.html?art=NzcxLDM=
...yes it's the same shit as nvidias 136 shader ops/sec
If he at least would have explained how they count the shader ops but no , just a stinky number
I think HardOCP mixed this one up and the number of shader ops the C1/R500/Xenos/<insert interesting name here> can do is 48 Billion per second. Let me explain why.
48 Billion ops per second is what was first reported. However, if anyone took the time to compute the number of ALUs times cycles they would have arrived at a number of 48*500MHz= 24 Billion ALU ops per second. I think what ATI tried to clarify is that each of the 48 parallel processing units is capable of two ops per cycle. This gives us 48*2*500MHz= 48 billion ops per second.
Of course I could be wrong and the total number of ops just doubled from what was known before. This would be significant because it would make the C1/R500 a theoretically more capable shader processor than Nvidia's/Sony's RSX.
But I doubt they would give out the wrong number (48 billion) by mistake like that. Would be a major cock-up.
Just want to sneak in a comment that these theoretical numbers may be very bad for comparing the two competitors. The same goes for their CPUs. Not only are these theoretical maximum performance numbers and what really matters with something like a console is how close to the optimum you can operate. Look at the Pentium 4 as an extreme example. It has very high theoreticals and can even back them up in specialized benchmarking tests, but when multiple types of code/data need to be processed and the CPU cannot dedicate itself to one task, look what happens. Performance plummets and a design like the Athlon 64 keeps on trucking. It will be very interesting to see how close these machines are and how close the software will be (noting that software will probably look and play very similarly unless one machine offers something substantial above the others).
What's even worse, they're not only using bits instead of bytes, but they're counting in compression as well. The actual transfer rate is 32GB/s, not 256.Tim said:2Tbit/s = 256GB/s and that number has been repeated like a million times, now they just using bits instead of bytes to make the number sound more impressive.
Guden Oden said:What's even worse, they're not only using bits instead of bytes, but they're counting in compression as well. The actual transfer rate is 32GB/s, not 256.Tim said:2Tbit/s = 256GB/s and that number has been repeated like a million times, now they just using bits instead of bytes to make the number sound more impressive.
Sad to see the people at hardocp just swallowing these numbers like a bunch of nooblars, but hey, this is what happens when technical stuff is 'explained in plain english'. Meaning, it's some PR fuck lying his head off to make things sound more impressive than they actually are.
Guden Oden said:What's even worse, they're not only using bits instead of bytes, but they're counting in compression as well. The actual transfer rate is 32GB/s, not 256.
But rarely for both of them at the same time.Jawed said:The upshot of all this should be that R500 runs every resource (ALU and TMU) at close to 100% utilisation, i.e. the peak-rate is real world.
Eh? The multi-threading patent is all about sending one command thread to the texture unit while, at the same time, sending another command thread to the ALU unit.Xmas said:But rarely for both of them at the same time.Jawed said:The upshot of all this should be that R500 runs every resource (ALU and TMU) at close to 100% utilisation, i.e. the peak-rate is real world.
Jawed said:Well, for what it's worth, the mystery over 3x16 versus 8x6 is more perplexing and therefore of more immediate interest!
Jawed