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*OFFICIAL* R700 thread

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Hmm seems to me you people are all guessing about R700.

A long time ago in a galaxy far far hmm you know.

Check out this duel GPU card

Seems to me ATi/AMD know how to do this almost eight years ago. I loved my rage card. Never had any real issues with it.

 
I know the pic you guys are talking about, yes it is r680. the pic showed the back of the board and basically looked like my 3870 but had two backplates, implying that it had 2 "cores" on the same board.
 
If it is only available on AMD new HT3 platform , then yes It will be wild and different...It is called Streaming technology from fast main system Ram straight to Vram with much less latencies....
 
Originally posted by: taltamir
Maybe they were.

Thanks for informing me about the two die on one board xfire.... that is just stupid though. I can't beleive they actually did that.

WHat's the difference with 2 dies on 2 boards a la 7950GX2 though? If they can keep thermals down there's no reason NOT to put it on one board??
 
that would actually be a good reason to get a 790fx chipset...wow, is amd doing something to capitalize on their ati purchase :shocked:
 
Don't know if anyone pointed it out, but wouldn't rendering 4 frames ahead (or worse, 8 frames) produce extra latency? At 60fps, each frame has occupies 16ms. If you're rendering 4 frames into the future, then you now have 64ms of lag before the on screen visuals can update to match your input. Double that to 8 frames and you're looking at over 1/10th of a second of visual lag. Got a really intensive game that drops the framerate to 30fps? Now you're looking at over 1/5th a second of lag. Presumably double buffering (or more) is already taken into account with the AFR model, but that's still a heck of a lot of visual lag, over 2x what you'd experience with triple buffering alone if my understanding of all this is correct.

AFR is nice because it provides a very efficient balance of resources and I guess it's easy to implement, but dynamic load balancing is where it's at. Alternatively, 3dfx style alternating scan lines provided a good way of load balancing without sacrificing compatibility, though it only helped with fillrate since all objects still had to be rerendered on each card. Still, when was the last time the vertex load of a game was its limitation?
 
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