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Discussion Pixel Fillrate problem about Turing/Pascal Architecture?

eraser666

Junior Member
First, how about this formula?
I think, turing/pascal's pixel fillrate=minimum(ROP, GPC*16, TPC*4)*frequency/1000

For example: they have the same pixel fillrate in test.
2070:3GPC/18TPC/64ROP 2060:3GPC/15TPC/48ROP 1660Ti:3GPC/12TPC/48ROP
1080:4GPC/20TPC/64ROP 1070Ti:4GPC/19TPC/64ROP

they have different pixel fillrate in test.
1080:4GPC/20TPC/64ROP 1070:3GPC/15TPC/64ROP
1060:2GPC/10TPC/48ROP 1050Ti:2GPC/6TPC/32ROP

In my opinion, it is inaccurate to use ROP only to calculate the theoretical filling rate of pixels.

105062.png
QQ图片20190220143540.png
2070.JPG
1060.jpg
 
For example:
they have the same pixel fillrate in test.
2070:3GPC/18TPC/64ROP 2060:3GPC/15TPC/48ROP 1660Ti:3GPC/12TPC/48ROP
1080:4GPC/20TPC/64ROP 1070Ti:4GPC/19TPC/64ROP

they have different pixel fillrate in test.
1080:4GPC/20TPC/64ROP 1070:3GPC/15TPC/64ROP
1060:2GPC/10TPC/48ROP 1050Ti:2GPC/6TPC/32ROP 1050:2GPC/5TPC/32ROP
 
In my opinion, it is inaccurate to use ROP only to calculate the theoretical filling rate of pixels.

Well, yea. Did you ever think a single set of numbers would have represented performance in games?

I think, Maxwell, Pascal and Turing have the same problem.

It's not a problem.

Fillrate results are affected by:
-Quality of the test. They are not perfect and lot of them are affected by memory bandwidth
-What its testing. There's a lot of different metrics.
-The frequency the ROP is running at. The designer of the GPU may choose to keep the clocks of the ROP separate from clocks of the shader core.
 
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