Originally posted by: Insomniak
Both companies are being very tight lipped about their next gen products. I think they're both going to try to catch the other with their pants down, which means awesome products from both, which means a win for us, the consumers.
Originally posted by: geforcetony
Originally posted by: Jeff7181
Screw that... lets just jump to 128 pipelines. 😀
ROFL :laugh:
Yeah, and then we'd get 230FPS in DooM III @ 1600x1200 w\ 8xAA 16xAF
Originally posted by: otispunkmeyer
i heard that this chip would have 32 pipelines, 24 of which were real
yes this confused the hell out of me, but i dunno maybe thats true, maybe they have a sorta hyperthreading for graphics cards, with 8 virtual pipes justlike intel could have a virtual cpu.
Originally posted by: geforcetony
This has been bugging me since I first saw this G70. What in the hell? I saw that NV50 had been cancelled, but then NVIDIA said that it wasn't? This is all really confusing to me. I have searched and searched on the net, and all I could come up with was some rumored specs:
600MHz Core, 650-700MHz GDDR3\4
24\32 Pixel Processing Pipelines
90nm process @ TSMC
512MB RAM
Possible (FULL) WGF support
Thats about it, and if anyone has updated specs or details, post them here. I am guessing that its gonna be called GeForce 7-Series, but that could change. NVIDIA, will you PLEASE get off this GeForce thing. Its even older than Voodoo was back in the day. I'd like to see something other than GeForce from them, as it could possibly help their marketing. Also, no flaming. This is just a simple information query, nothing more. Definitely not a flame war. Hey, I can rime! 😛
Edit: Forgot to add the part about the 24\32 Pixel pipelines. Seems NVIDIA is really trying to up the ante on ATI (with R520's 24 pipelines).
Originally posted by: jim1976
Originally posted by: slash196
My GT is starting to feel small...
*plays FarCry with level 7 HDR*
Ahh...thats better.
:disgust: Yeah SLI is essential because I PLAY everything @16x12 with 8xS
The only game that bring my GT on its knees and makes it unplayble is Chronicles of Riddick @ greater than 12x10 with SM2.0+ enabled...
Originally posted by: Genx87
It seems odd they would only add two more quads over the NV4.x
You arent significantly increading your pixel pushing power. Unless they think they can attain a much higher clock than the NV4.x
I dont buy into the 32 virtual\24 real stuff.
What could they mean by that? 24 pipes dedicated to pixel with 8 configurable to perform pixel or vertex operations?
Originally posted by: geforcetony
Originally posted by: Genx87
It seems odd they would only add two more quads over the NV4.x
You arent significantly increading your pixel pushing power. Unless they think they can attain a much higher clock than the NV4.x
I dont buy into the 32 virtual\24 real stuff.
What could they mean by that? 24 pipes dedicated to pixel with 8 configurable to perform pixel or vertex operations?
Actually, from what I read, the chip will have 24 real pipes, and the reason there's a slash there is also been speculations that it may include 32 real pipes! Obviously it is still unknown, but this would be kick ass!
Originally posted by: Gamingphreek
I forget why but IIRC the max they can have for this generation is 24. I cant remember what forum thread i saw it on but they had support for it.
-Kevin
Anyway, a 50% larger core at 600MHz seems a bit optimistic, even considering the move to 90nm.
I dont buy into the 32 virtual\24 real stuff.
What could they mean by that? 24 pipes dedicated to pixel with 8 configurable to perform pixel or vertex operations?
Originally posted by: BenSkywalker
Trying to think of a good way to explain this......
Say you are in a store and there are 32 registers but only 24 people are allowed to leave at a time. Because of the amount of time spent at the registers the bottleneck is still obviously going to be there and not at the doors to get out. Moving forward as shader complexity starts to become real having an insane amount of pixel pipes isn't going to do you much good if they are sitting around waiting for a shader computation to complete. The more shader heavy games get, the more we will likely see architectures start to move in this direction. For a 256bit mem bus going over 16 pipes is pushing it pretty far, when games like U3 hit with a decent shader load it is likely that a part with 48 "virtual" and 16 actual pixel pipes would trounce a traditional straight 24 pipe part all else being equal.
Originally posted by: geforcetony
Originally posted by: Gamingphreek
I forget why but IIRC the max they can have for this generation is 24. I cant remember what forum thread i saw it on but they had support for it.
-Kevin
Who knows. Maybe only 24 pipes, but I saw somewhere, not sure where, that there is a possibility for 32 pipelines. I personally think that it is much more likely that there will be 24 pipes, but it would be awesome-sauce to see the chip with 32 pipes, huh?
Originally posted by: Jeff7181
Originally posted by: geforcetony
Originally posted by: Jeff7181
Screw that... lets just jump to 128 pipelines. 😀
ROFL :laugh:
Yeah, and then we'd get 230FPS in DooM III @ 1600x1200 w\ 8xAA 16xAF
I want a 1024-bit memory bus to go with it... with 2 GB of memory onboard.
Hehe... the GPU core would be 3 inchs x 3 inchs, lol.
Originally posted by: BenSkywalker
Trying to think of a good way to explain this......
Say you are in a store and there are 32 registers but only 24 people are allowed to leave at a time. Because of the amount of time spent at the registers the bottleneck is still obviously going to be there and not at the doors to get out. Moving forward as shader complexity starts to become real having an insane amount of pixel pipes isn't going to do you much good if they are sitting around waiting for a shader computation to complete. The more shader heavy games get, the more we will likely see architectures start to move in this direction. For a 256bit mem bus going over 16 pipes is pushing it pretty far, when games like U3 hit with a decent shader load it is likely that a part with 48 "virtual" and 16 actual pixel pipes would trounce a traditional straight 24 pipe part all else being equal.
Originally posted by: hans030390
i dunno...i really doubt that those are real specs...
oh yeah, i heard that Nvidia was making a new card, and that they said it would blow the new ATI cards out of the water...those specs say otherwise...
Originally posted by: Gamingphreek
No they are not going to have a 512bit memory bus. Get it out of your head 😉.
Also with those specs there isn't going to be any blowing out of the water. Why dont we reserve judgement and the flames until these cards actually come out.
-Kevin
Originally posted by: Gamingphreek
No they are not going to have a 512bit memory bus. Get it out of your head 😉.
Also with those specs there isn't going to be any blowing out of the water. Why dont we reserve judgement and the flames until these cards actually come out.
-Kevin
Originally posted by: fbrdphreak
No no no Kevin! We MUST flame, it is a stipulation for anyone talking about GPU's in the Video Forums 😉 [::cough:: PVP debacle, Rollo's SLI, etc etc ::cough::]
Originally posted by: geforcetony
Originally posted by: imverygifted
that mobile 6800ultra did pretty damn good in the anandtech bench marks so im guessing nvidia might release a 6900 or something using that chip or something like it
No, the "6900" would be based on the soon-to-be-released NV47, which is supposed to be a 24 pipe part, but again, nothing's concrete. G70 would be the new generation chip such as going from NV30 to NV40 was. There would be nothing based on this chip that would be in the 6-Series family, as it is rumored that it will become GeForce 7-Series.
Originally posted by: bunnyfubbles
a 24 pipe part would not be a GeForce 6 named part, unless its performance is too piss poor to be named anything better. A 6900 would simply be an updated/faster 6800 Ultra, say with a 500MHz core like the Go 6800U only with 16 pipes instead of 12.
With WGF2.0 an increase in the # of rops isn't necessarily needed when unified shaders will take place. For example instead of 24PS+8VS=32units, here automatically same work can be achieved with 24 units+Geometry shader(and tesselation unit if needed).
So what you are sayin is the output will actually be something like 24 pipelines but it will have the ability to process more shader operations at a time? So the 32 virtual is just more execution units that dont have the ability to directly output?
I am starting to wonder when, since as you said, 16 pipes is pushing a 256-bit RAM bus already, are we going to see a 512-bit bus? That would alleviate the "strain" on the memory bus altogether wouldn't it?
Originally posted by: BenSkywalker
With WGF2.0 an increase in the # of rops isn't necessarily needed when unified shaders will take place. For example instead of 24PS+8VS=32units, here automatically same work can be achieved with 24 units+Geometry shader(and tesselation unit if needed).
While I had been expecting unified shader hardware for some time, nVidia now is giving every implication that they won't be moving in that direction for anything currently in the design process(which should cover out to NV60 at least). It appears that their upcoming parts will function under WGF as if they had unified shader hardware but they will be sticking to dedicated PS and VS hardware.
Unified shaders is the future even if that is a " macro" case.
I mentioned it as an example because I hear outrageous things about 512bit bus gpus or 32rops etc etc... Time will verify all these and if ATI or Nvidia follow the right road.