RV530
PH!: The setup of the RV530 looks a bit strange to us. What's the explanation of the low number of texture units? Will this architecture be able to keep up with other 12 pipeline solutions like the X800 GTO, GeForce 6800 GS or a future GeForce 7600 GT, which have more texture and ROP units?
Hirdetés
ED: I explained earlier that the “number of pipes” sort of became meaningless with the R5xx series. We came up with a new architecture where all the elements of the pipes are now scalable, and refocused on the shaders. We found that the newest apps have refocused to have higher ALU to texture ratios, but still require decent occlusion (Z) checks. As well, they are refocusing on wide pixel formats for HDR.
Now, for the high end part like the X1800's, you can have everything maxed out and get the best performance in all ways. But with a limited area budget (i.e. target cost) for the X1300's and X1600's, you have to be more careful in your selections and target the “sweet spot” of next generation gaming. Given this for the X1600's, we set ourselves up to get 12 shader ALUs per cycle, 4 texture lookups, 16 Z checks (in AA, 8 in non-AA) and 4 pixels out. This set of ratios is targeted to the latest games and the next generation games. It might not do as well in the older games, but really shines in the best and newest of what's out there, or coming up.
PH!: While did not review it yet, most other hardware sites weren't thoroughly enthusiastic about the X1600 Pro. Are you planning to launch an “X1700 series” soon, or it will be the smaller brother of something like the “X1900”?
ED: there will be new products, of course. I can't comment on any specifics. I think that the MSRP changes in the X1600 make it a very attractive product. Given a MSRP of $149 and a street price that's lower, I think that performance wise, it trashes other products, and feature-wise, it's not even funny. As well, I feel you have a much more feature proof product that will scale better than competitive products on newer titles. Check the next game that uses dynamic branching, and I think you'll see how much better it can be J
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