RussianSensation
Elite Member
- Sep 5, 2003
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What is "texture performance"?
At higher resolutions, it is a tie. And we have yet so see if the tess performance makes a difference. Up to now, it has only in 2-3 games.
Yes, because GTX680 as an SKU has SKU specific bottlenecks at higher resolutions which are not related to Kepler architecture - specifically memory bandwidth limitation. However, if that bottleneck is opened up with subsequent Kepler chips, the Kepler architecture itself is well positioned since the 2 cornerstones for future games - tessellation and texture performance - are in spades in the architecture itself. NV can simply add more SPs to take care of shader performance.
Thus, Kepler has all 3 cornerstones in spades: Shader, texture and tessellation performance. OTOH, GCN will sooner or later run into texture and tessellation bottlenecks.
Basically it means Kepler has more advanced/efficient Tessellation and TMU units than GCN does. AMD will at some point have to revise the architecture while NV could simply keep adding more SPs, clocks, TMUs and keep going until Maxwell. I expect to see some nice architectural enhancements with HD8000 series.
Think about it, it's like SB/IVB vs. Bulldozer. GCN is using brawn to keep up (2048 SPs, 384-bit 264 GB/sec bandwidth). GTX670 needs just 1344 SPs and 192GB/sec bandwidth. That means as an architecture for games, Kepler is far more efficient. For GTX700 series, NV doesn't need to improve texture or tessellation performance. It's already there.
Other AIB 670 cards confirm specs and short PCB:



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