Originally posted by: MODEL3
Originally posted by: Idontcare
Originally posted by: MODEL3
The same gap.
GT300=32ROPs.
GT300=512bit memory controller=double 5870 bandwidth. (1,2GHz GDDR5)
GT300=higher TU / ROP ratio & higher Flops/s / ROP ratio than GT200.
I think overall the same gap.
Does that mean you are giving the new architecture no presumed performance benefits over GT200 architecture, or you think GT300 architecture is the same/similar as that of GT200 insomuch as Cypress architecture is the same/similar to that of RV770? (plus all the DX11 circuits to make it work of course)
I mean the same gap, like:
The gap between GT300 and 5870 will be the same,
as the gap between GT200 and RV770.
For me GT300 will have in relation with GT200:
1,1X pixel rate
1,75X texel rate
2,5X Flops rate
2,2X vertex rate
I wrote the day of the 5870 launch that the 5870 results are strange.
And that according to my perception, there are other reasons except bandwidth limitations and driver maturity, that the 850MHz 5870 hasn't doubled its performance in relation with a 850MHz 4890.
Usually when a GPU has 2X the specs of another GPU the performance gain is 2X (of cource i am not talking about games with engines that are CPU limited or engines that seems to scale badly or are poor coded for example)
There are many examples in the past that we had 2X performance gain with 2X the specs. (not in all the games, but in many games)
From the tests that i saw in Ryan's review and from my understanding of the 5870 architecture in general, i think there are 2 more reasons that 5870 performs like that.
The day of Ryan's review, i wrote to the forums the additional reasons that i think the 5870 performs like that, but nobody replied me.
I wrote that probably 5870 has:
1.Geometry/vertex performance issues (in the sense that the classic vertex unit cannot generate 2X geometry in relation with 4890) (my main assumption)
or/and
2.Geometry/vertex shading performance issues (in the sense that the geometry shader [GS] cannot achieve 2X speed in relation with 4890)(another possible assumption)
My assumption is that ATI though that many of the future DX11 games will use vertex techniques based on the tesselator unit.
I guess there are synthetic benchmarks that have tests like that (pure geometry speed, and pure geometry/vertex shader speed, in addition with the classic pixel shader speed tests) so someone that has a 5870 can see if my assumption is true.