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ATI R600 can only manage 16 pixels per clock

post #1 of 9
Thread Starter 
Funny However will still be a great card :

Quote:
MANY THINGS ABOUT ATI's upcoming R600 are surprising, to say the least.
First of all, the GPU is a logical development that started with the R500Xenos, or Xbox GPU, but without the 10MB eDRAM part. Unlike the Xbox GPU, the R600 has to be able to support a large number of resolutions and, if we take a look at today's massive 5Mpix resolutions, it is quite obvious that R600 should feature at least five times more eDRAM than Xbox 360 has.

DAAMIT kept the RingBus configuration for the R600 as well, but now the number has doubled. The External memory controller is a clear 512-bit variant, while internally you will be treated with a bi-directional bus double the width. The 1024-bit Ringbus is approaching.

Since the company believes this is the best way to keep all of the shading units well-fed, the target is to have 16 pixels out in every clock, regardless of how complex the pixel might be. But, don’t think for a second that R600 is weaker than G80 on the account of ROP units alone.
Rest here :http://www.theinquirer.net/default.aspx?article=35707
post #2 of 9
these pixel pipes are measured differently.
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post #3 of 9
Thread Starter 
Perhaps. However i did expect a tiny bit more. However as its Next gen hardware i do expect a difference.
post #4 of 9
Maybe theyre saying a minimum of 16 at all times, regardless of AA, AF, and HDR?
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post #5 of 9
The idea was that it can render 16 pixels @700 - 800MHz, as opposed to nV's 24 pixels @ 575MHz. In the end 16x750 is smaller than 24x575, but not by much.

Let's not forget that x1900XTX also has 16 ROPs as opposed to 7950GT's 24 and that does not make the ATI card perform lower than nV.

The real difference is within the texture units. R600 has 64 complex shader units, each composed by 4 simple units. 4x64=256 simple shader units.
G80 has 128 simple shader units, but at ~double the clock - 1350MHz. Which one wold be best: 256shaders@800MHz or 128@1350MHz?
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post #6 of 9
Thread Starter 
pixels @700 - 800MHz, as opposed to nV's 24 pixels @ 575MHz. In the end 16x750 is smaller than 24x575, but not by much.

Let's not forget that x1900XTX also has 16 ROPs as opposed to 7950GT's 24 and that does not make the ATI card perform lower than nV.

The real difference is within the texture units. R600 has 64 complex shader units, each composed by 4 simple units. 4x64=256 simple shader units.
G80 has 128 simple shader units, but at ~double the clock - 1350MHz. Which one wold be best: 256shaders@800MHz or 128@1350MHz?[/QUOTE]

Well said I didnt see it like that.
post #7 of 9
With DX10 its apparently the Unified Shader that matters and not the pipes anymore, they have added a geometry shader now with SM 4.0. I guess we are going to be measuring our cards differently in the future. Also I got the info reading about the 8800 on guru3d as they go into an explaination of DX10 and what should be meaured.

pink
post #8 of 9
Thread Starter 
Measured on the Unified shader..Hmm interesting. I wonder how we will be albe to rate the New DX10 ATI CARDS.
post #9 of 9
Part B of that article had more interesting info on the R600 based card. Also claiming the power consumption to be similar to the 8800gtx. And that much higher rumors was FUD.

Part A
Part B

The R600 is supposed to be a monster in a different way than the 8800. Similarly as did the x1900xt R580 core, the R600 is supposed to be able to handle more intense and complex visual dynamics better than it's timely nvidia opponent, but ati admits in the first article, the silicon out right now is troublesome.

Quote:
Originally Posted by From Part A
Regarding the number of shaders, expect only marketing wars here. Nvidia has 128 Shader units, while the R600 on paper features "only" 64. However, don't expect ATI's own 64 Shaders to offer half of the performance. In fact, you might end up wildly surprised.

ATI's R600 features 64 Shader 4-way SIMD units. This is a very different and complex approach compared to Nvidia's relatively simple scalar Shader units.

Since R600 SIMD Shader can calculate the result of four scalar units, it yields with scalar performance of 256 units - while Nvidia comes with 128 "real" scalar units. We are heading for very interesting results in DX10 performance, since game developers expect that NV stuff will be faster in simple instrucions and R600 will excel in complex shader arena.
Quote:
Originally Posted by From Part B
The memory chips are arranged in a similar manner as on the G80, but each memory chip has its own 32-bit wide physical connection to the chip's RingBus memory interface. Memory bandwidth will therefore range from anywhere between 115 (GDDR3 at 8800GTX-style 900MHz in DDR mode - 1.8GHz) and 140.1GB/s (GDDR4 at 1.1GHz DDR, or 2.2GHz in marketingspeak).

This will pretty much leave the Geforce 8800 series in the dust, at least as far as marketing is concerned. Of course, 86GB/s sounds pretty much like nothing when compared to 140GB/s - at least expect to see that writ large on the retail boxes.
    
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