Originally posted by: Insomniak
Originally posted by: keysplayr2003
Ok lemme see if I get this right. Card "A" renders 1/2 as many pixels as card "B" in the same amount of time.
I don't know where the hell you got this from. I never said this, nor did anyone else in this thread that I can see.
Originally posted by: keysplayr2003
Pixels go into frames and the frame can only be rendered when its filled with pixels.
More appropriately, when all the pixels needed to complete the frame have been properly rendered. Different pixel types render different ways on different architectures using different drivers. I could put it differently, but that would be...too different.
Originally posted by: keysplayr2003
Therefore it would take card "A" twice as long to render a frame then card "B".
Here you are back at this two card example again. When did we start talking about cards?
Originally posted by: keysplayr2003
But you say fps increase and pixel render speed are not directly correlated.
You see where I'm confused here right?
Not really. There's a hell of a lot more to rendering a frame than just how fast your pixels come out of the pipe. Familiar with the differences in ARB, ARB2, NV10, NV20 render paths? If not, I'm not going to bother explaining them here. Go google.
Originally posted by: keysplayr2003
it looks like your contradicting yourself in the same sentence.
I don't see how that's the case, considering half the stuff you mentioned up here wasn't said by anyone.
Let me try this again:
Basically, a Doom 3 shadow is an untextured, unlit polygon (for soft, alpha blended onto whatever's behind it). Therefore, in simple terms, the pixel used to render them doesn't have to take up any TMUs when going through a pixel pipeline. It goes pretty much from triangle setup to Z culling to frame buffer.
This is true for both NV4x and R4xx cores. In theory, this means the number of pipelinesx2 = maximum pixel output per clock in Doom 3 PROVIDED THAT:
1) 50% of the pixels being rendered that clock are stencil shadows, and 50% are not.
2) The stencil shadows being rendered are not alpha blended.
3) The non-stencil shadow pixels are able to be rendered in one pass.
4) The drivers/firmware pushing the architectures are equally efficient in their organization and queueing (sp?) of instructions.
5) The fetching of texture data from the memory occurs at equal rates.
6) etc etc etc.
This is why you sometimes hear of NV30 referred to as 8x0 and NV40 referred to as 32x0. 16 pixels per clock with 1 texture per pixel, or 32 pixels per clock with no textures.
Suffice it to say, this situation never happens. But assuming all other things being equal, the number of pipelines a card has directly affects how many pixels it renders per clock in Doom 3.
So my original statement, which is that a card with 16 pipes should outperform a card with 12 pipes, holds true.
The reason performance isn't doubled just by having double the number of pipelines is simple. See 1 - 5 above. Note that the cores of the X800pro and 6800GT (to use two arbitrary examples) are clocked at different speeds. Note that ATi's software suite is obviously not as efficient at driving OpenGL rendering as Nvidia's is. Note 500 other x-factors.
The fact that, all other things being equal, double pipelines = double performance doesn't mean much when in the real world double pipelines does not equal double performance. This is because in the real world, all other things are not equal. However, despite that, having extra pipelines WILL give a given card a significant performance advantage when using the Doom 3 lighting model.
Can you sleep at night now?