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Nvidia's G71 has 32 pipes and 16 ROPs

post #1 of 15
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http://theinquirer.net/?article=28609

ATI BELIEVES that you need many more pixel operations per clock than the pixel itself. Nvidia disagrees. It believes in a totally different ratio. With the birth of the R580, ATI believes that you should have three to one ratio as R580 has 48 Shaders and 16 pixel pipelines. You don’t need much mathematics to figure out that ATI preaches a three to one ratio.

As the G71 will be able to process 32 pixels per clock, it will physically have 32 pipelines but will have just 16 ROPs. This is no surprise to us as Nvidia's G70, Geforce 7800 GTX actually has 24 pipelines and 16 ROPs.

This means that Nvidia and ATI will take completely new approaches, where Nvidia will try to convince everyone that you need more raw pixels than pixel operations.

The G70, Geforce 7800 GTX has 24 texture memory units and 16 ROPs and can theoretically draw eight pixels with each, having three textures per clock. G71 will be able to do even more pixels per clock - it's as simple as that.

ATI's R580, on the other hand, will still be able to push sixteen raw pixels per clock but will be able to render 48 pixel operations per clock. So ATI will insist on more per pixels operations before you actually draw the pixel. This kind of makes sense when you need more maps and calculations per pixels.

I would fear the very successful and expensive "The way it's meant to be played" program which Nvidia spent some $160+ million dollars on last year. With that kind of budget it's much easier to convince developers and publishers that Nvidia's marchitecture is the best. We can surely say that 2006 will be just as full of marchitecture wars as 2005 was. µ
    
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post #2 of 15
Can anyone explain in more detail the function of Pixel pipes vs. shaders, and what having 3x as many shaders at pipes means for a game's rendering?
post #3 of 15
Basically what it's saying is G71 can render 32 pixels every clock tick by only draw 16 of them on your screen while the R580 can only render 16 per clock tick, but can do 48 pixel shading operations (coloring, mapp, etc. ) per clock tick. That's my take on it.
    
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post #4 of 15
See, that's why it sounds weird... how can you render a pixel if it's not drawn? It sounds like ATI's design would give each pixel more detail.
post #5 of 15
Quote:
Originally Posted by Cait Sith Cat
See, that's why it sounds weird... how can you render a pixel if it's not drawn? It sounds like ATI's design would give each pixel more detail.
Render it and store it in the frame buffer until the next clock tick I guess.
    
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post #6 of 15
I must be confused as to what render and draw are. I see 'draw' as putting the color and detail and whatnot into a pixel, and 'rendering' as putting it on the screen.
post #7 of 15
Rendering is doing the mathematical calculations to make the pixel what it is inside the GPU. Drawing it actually putting it on your screen. Again, my understanding of it at least, dunno how tru it is.
    
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post #8 of 15
So kind of like the war between AMD and Intel. Intel is Nvidia and ATI is AMD, where AMD is doing more ops, whereas Nvidia is doing more pixles. Correct, or not?
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post #9 of 15
so does nVidia get Hyperthreading?

Render = prepare the pixel, draw = actually placing it on the screen.

It seems like ATi's gonna have a card that only uses 1 of every 3 pixels rendered, drawn. Thus resulting in wasted core time.

^^ My take on it
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post #10 of 15
Quote:
Originally Posted by Mattyx
so does nVidia get Hyperthreading?

Render = prepare the pixel, draw = actually placing it on the screen.

It seems like ATi's gonna have a card that only uses 1 of every 3 pixels rendered, drawn. Thus resulting in wasted core time.

^^ My take on it

With the new quad core SLI overkill is redefined--makes crossfire more like missfire in the pixel war...
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