littletoms
Anandtech
The Specs:
The rest of the R300 specs are as follows:
• 0.15-micron GPU
• 110+ million transistors
• 8 pixel rendering pipelines, 1 texture unit per pipeline, can do 16 textures per pass
• 4 programmable vect4 vertex shader pipelines
• 256-bit DDR memory bus
• up to 256MB of memory on board, clocked at over 300MHz (resulting in a minimum of 19.2GB/s of memory bandwidth)
• AGP 8X Support
• Full DX9 Pixel and Vertex Shader Support
• Single Full Speed 165MHz integrated TMDS transmitter
It seems that ATI uses a quad channel 256 bit memory bus
It uses 4 memory controllers and 1 crossbar memory controller
** Does the parhelia has a crossbar controller ?
As you can see the Hyperz III seems to be pretty important unit in the R300
- The R300 will run at 325Mhz !!
- Nice heatsink too, can anyone tell me what the sizes are of the heatsink of the Parhelia ?
- It has 8 ?? yes 8 pixel Render Pipelines, but each has only 1 texture unit ?
Yep only one, so pixel fillrate is the same as the texture fillrate around 2600 mpixels a second. Quite a different approach
not sure that it will matter in future games, but as you know in fillrate eating games like Quake3 etc it does matter (but that isn't really important)
Don't know how many textures the texture unit can process . I thi
nk 2, because they say it can do 16 textures per pass
- It supports pixelshader 2.0, with Floating Point Precision Color
the pixelshader supports 160 instructions
"Each pixel shader program can do up to 32 texture sampling operations on up to 16 different texture maps and an additional 64 color operations per pass" what ever this wanna say, dunno
- Then some blabla about the HyperZ III , Z-compression looks interesting though
- Their Smoothvision 2.0 - FSAA , looks interesting
- It has a "video shader", I think the Parhelia has something similar
- It will support 10 bit per color and has a 400mhz 10bit ramdac
- Didn't find any info about the alpha channel
- The new Vertex Shader specification also allows for up to 1024 instructions in a single pass. The Parhelia only 512
found some interesting explaination for the vertex shader throughput with the Parhelia:
"The R300 features four programmable vertex shader pipelines, much like the Matrox Parhelia. The difference between the R300 and the Parhelia is that the R300 has a much improved triangle setup engine, so while the Parhelia can boast incredible vertex throughput rates, the GPU is still limited by its triangle set-up engine. This reason is why, in games with very low triangle counts, that the Parhelia was not able to outperform even the GeForce4 with fewer vertex shader pipelines; with a triangle set-up engine no powerful than the GeForce4’s, and running at a lower clock speed, the Parhelia did not have the triangle throughput power to backup its vertex shader pipelines. "
- Anandtech has a nice screenshot of an example with Floating Point Color
oh and don't look at the benches on anandtech
Anandtech
The Specs:
The rest of the R300 specs are as follows:
• 0.15-micron GPU
• 110+ million transistors
• 8 pixel rendering pipelines, 1 texture unit per pipeline, can do 16 textures per pass
• 4 programmable vect4 vertex shader pipelines
• 256-bit DDR memory bus
• up to 256MB of memory on board, clocked at over 300MHz (resulting in a minimum of 19.2GB/s of memory bandwidth)
• AGP 8X Support
• Full DX9 Pixel and Vertex Shader Support
• Single Full Speed 165MHz integrated TMDS transmitter
It seems that ATI uses a quad channel 256 bit memory bus
It uses 4 memory controllers and 1 crossbar memory controller
** Does the parhelia has a crossbar controller ?
As you can see the Hyperz III seems to be pretty important unit in the R300
- The R300 will run at 325Mhz !!
- Nice heatsink too, can anyone tell me what the sizes are of the heatsink of the Parhelia ?
- It has 8 ?? yes 8 pixel Render Pipelines, but each has only 1 texture unit ?
Yep only one, so pixel fillrate is the same as the texture fillrate around 2600 mpixels a second. Quite a different approach
not sure that it will matter in future games, but as you know in fillrate eating games like Quake3 etc it does matter (but that isn't really important)
Don't know how many textures the texture unit can process . I thi
nk 2, because they say it can do 16 textures per pass
- It supports pixelshader 2.0, with Floating Point Precision Color
the pixelshader supports 160 instructions
"Each pixel shader program can do up to 32 texture sampling operations on up to 16 different texture maps and an additional 64 color operations per pass" what ever this wanna say, dunno
- Then some blabla about the HyperZ III , Z-compression looks interesting though
- Their Smoothvision 2.0 - FSAA , looks interesting
- It has a "video shader", I think the Parhelia has something similar
- It will support 10 bit per color and has a 400mhz 10bit ramdac
- Didn't find any info about the alpha channel
- The new Vertex Shader specification also allows for up to 1024 instructions in a single pass. The Parhelia only 512
found some interesting explaination for the vertex shader throughput with the Parhelia:
"The R300 features four programmable vertex shader pipelines, much like the Matrox Parhelia. The difference between the R300 and the Parhelia is that the R300 has a much improved triangle setup engine, so while the Parhelia can boast incredible vertex throughput rates, the GPU is still limited by its triangle set-up engine. This reason is why, in games with very low triangle counts, that the Parhelia was not able to outperform even the GeForce4 with fewer vertex shader pipelines; with a triangle set-up engine no powerful than the GeForce4’s, and running at a lower clock speed, the Parhelia did not have the triangle throughput power to backup its vertex shader pipelines. "
- Anandtech has a nice screenshot of an example with Floating Point Color
oh and don't look at the benches on anandtech
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