Originally posted by: Azn
Talk about gibber babble. G80GTS 96SP has less texel fillrate than 8800gt or 112SP GTS. The 112SP G80GTS was clocked much higher. Difference of 15% in core clocks. That's where the difference lies. Card like G80 GTS is not bottlenecked by memory bandwidth so it takes all the fillrate it can get and fully utilize it.
The G80 GTS has less texel fillrate regardless due to its 1:2 TMUs compared to the 1:1 TMUs on the G92. This holds true even on the OC/SSC versions where the G80 GTS will never match the G92's texel fillrate, yet both the 96SP and 112SP G80s perform as well or better than G92 once they are run at similar clockspeeds. Of course a 10% increase in clockspeed matters if you actually increase clocks where they matter. Even the 513MHz G80 GTS has more bandwidth than the G92 yet it can't beat a 600MHz GT. Why? Because bandwidth means nothing if you can't utilize it. Once you increase shader and core clocks to be similar to the G92, the G80 pulls even or ahead.
576MHz 96SP G80 GTS vs. 600MHz 112SP G92 GT @ TechReport
576MHz 112SP G80 GTS vs. 600MHz 112SP G92 GT vs. 576MHz 128SP G80 GTX @ FiringSquad
The FiringSquad review summarizes the situation nicely. G80 GTS @ 513MHz, despite its superior bandwidth to 8800GT still gets stomped, but once its core/shader clock is increased, pulls ahead or even to the G92 GT. Even at the same clock speeds as the GTX (SSC is the same as GTX speeds), its still falls behind considerably. So, in summary, the factors you think mean the most (texel fillrate and bandwidth) actually mean very little when it comes to actual increases in performance. ROPs (pixel fillrate) with proportionate shader increases yield a much bigger gain.
Only in case of G92 vs G80 huh? How about G80 GTS vs 8800gt.
GTS = 10 Gpixels
GT = 9.6 Gpixels
Which performs better? Talk about talk to the hand.
Yep, pixel fillrate is close enough that the GT pulls ahead due to other enhancements it has over the GTS (1:1 TMUs running at a higher clockspeed, 30-40% faster shaders etc). Bandwidth is similar, yet the GTS still loses at stock speeds, again disproving your claim bandwidth matters. The situation changes though as you bring the GTS core/shader clocks closer to the GT, as seen in both reviews above.
Poof. 3870 does not suffer from shader performance. Actually 3870 does quite well in 3dmark which scores are dictated by shader performance. Not to mention it hangs with GTX in games like Unreal Tournament, Bioshock, Call of Juerez, and the list goes on.
Um, that's the point of testing real games, because real games will show real world advantages of one part over another depending on their strengths and weaknesses. As I said elsewhere, the 3870 has at worst 64 shaders and at best 320 shaders. The GTX has 128 shaders running almost 2x faster always (nearly 256 actual compared to R670). In a perfect world where the 3870's ALUs are always being utilized the 3870 would have the edge but that's clearly not the case in real world situations.
Again, when looking at bottlenecks a part is only going to perform as well as its weakest link and its pretty obvious a worst case scenario for the 3870 with 64SP puts it at a considerable disadvantage to the 128SP running at faster clocks on the GTX. I don't think anyone would argue that NV's unified shader implementation is far superior to the R600's. Separating shader core from the raster core was ingenious as current shader clocks on G92 are pushing 2GHz compared to ~800MHz on RV670.
Understand? Your pixel performance give you faster frame rates is out the window. I think you clearly can't tell the difference between what is bottlenecked.
Which is once again why I compared G92 to G80, since everything else favors G92 (except bandwidth, which yields no tangible gains on G92 or G80) except for fillrate. Oh ya, also happens that G80 still outperforms G92 at the same core clock speeds despite all its disadvantages elsewhere.
Giving your same old numbers again and again. That isn't dissecting anything. Just giving the mainstream people like you how it performs in games. If it's not brain surgery you should try it and tell us instead.
I have tried it, just as many others have. But again, its really simple. You increase memory frequency, and by doing so, increase memory bandwidth. You see no difference in performance. You raise core/shader and you see actual increases.
What benchmarks did you give? 3dmark or the FiringSquad 112SP G80 beating out 8800gt with higher shader? You don't even understand that when you overclock the core you are also raising shader clocks as well.
Sadly you don't even understand the 112SP G80 is still at a massive disadvantage in shader power compared to the G92 GT since the G92's shader core runs @30% faster at stock speeds. And no, since the 163 drivers you can run the shader/core clocks independently on G80 and G92.
But the benchmarks I gave also show the G80 96 and 112SP both perform similarly despite the advantage the 112SP version has over the 96SP. I also gave a benchmark that showed the same with 112SP and 128SP G92.
That whole thread is deemed useless unless someone just raise the shader clocks and leave the core clock speed in tact and test out it in games.
How would raising only shader clocks deem the thread useless when raising memory clockspeeds is all that's needed in proving you have no clue what you're talking about? Again, you simply don't know what you're arguing or you don't understand the impact different clockspeeds have on actual performance.
GTX wins because it has enough memory bandwidth to fully saturate its fillrate. It is not being bottlenecked.
Now you say GTX bandwidth might have something to do with it. Are you crumbling with your own ignorance are you?
Nope, G80 GTX bandwidth was never an issue to those that understand extra bandwidth means nothing unless you can use it. My point was that G92 isn't being bottlenecked by bandwidth either, which is easily tested by simply raising memory clock frequencies and seeing no tangible gains in peformance. Its also easily proven by increasing only core/shader clocks, which will always yield an improvement in performance (there's G92 GTS pushing 800MHz) with memory clocks capping out @1050MHz. If G92 was bandwidth limited, as you seem to think, 1) memory clock increases would yield the bigger gain over shader/core increases and 2) core/shader clock increases would yield little/no performance gains since the card is already bottlenecked by bandwidth. Except neither is true.
Is your emotions getting in the way? 8600gts texel fillrate is 10.8 Gtexels. It is clocked 675mhz x 16 tmu = 10800. But again you keep forgetting it is being bottlenecked by memory bandwidth to about 7600. If it did have enough bandwidth it would be fast as 1950xtx and not like 1950pro.
http://techreport.com/r.x/gefo...600/3dm-multi-1280.gif
Again, its being bottlenecked in other areas before bandwidth is even an issue, not that it matters since I'm not talking about the 8600.
http://images.vnu.net/gb/inqui...-dx10-hit/fillrate.jpg
Here it is again. 8800gt has a theoretical fillrate of 33.6 Gtexels/s. Clearly in that graph it can barely reach half of it's theoretical fillrate.
You see GTX can fully utilize all of its texel fillrate. 8800gt or the new 8800gts can not. That's why it loses to 8800gtx but beats G80 GTS.
Huh? This is why we don't base performance solely on theoreticals kiddies. The
Ultra and GTX have 39.2 and 36.8 Mtexels/sec, respectively, compared to the 33.6 of the GT. Neither the GTX or Ultra come ANYWHERE close to their theoretical max, in fact, they scale nearly identically to the GT based on theoretical max. Feel free to measure the distance between "15000" and "20000" to figure out all 3 are about 50% of their theoretical max. But I guess the GTX and Ultra are bandwidth limited as well right? LMAO. Thanks for showing us you can't even read a simple graph, that you provided.
pixel fillrate = high performance is out the window as why G80 GTS loses to 8800gt.
But the G80 GTS doesn't lose to the GT when run at similar clockspeeds (minimizing differences elsewhere and increasing the GTS' strength, 20vs16 ROPs).
Post a benchmark instead. Why not? You can't. Let me guess 3dmark scores right?
Yep I know you're going to ignore 3DMark (even though its what you base your laughable texel fillrate/bandwidth argument on), but I did run some LOTRO tests:
- GT @650/850 (Stock 8800GT SC)
2007-11-20 11:27:16 - lotroclient
Frames: 7174 - Time: 120000ms - Avg: 59.783 - Min: 30 - Max: 83
GT @650/1000
2007-11-20 11:32:31 - lotroclient
Frames: 7294 - Time: 120000ms - Avg: 60.783 - Min: 31 - Max: 85
GT @675/1000
2007-11-20 11:36:28 - lotroclient
Frames: 7437 - Time: 120000ms - Avg: 61.975 - Min: 33 - Max: 87
GT @700/1000
2007-11-20 11:41:17 - lotroclient
Frames: 7467 - Time: 120000ms - Avg: 62.225 - Min: 25 - Max: 96
GT @729/1000
2007-11-20 11:50:40 - lotroclient
Frames: 7611 - Time: 120000ms - Avg: 63.425 - Min: 33 - Max: 105
GT @729/1050 (Unstable in ATITool)
2007-11-20 11:59:53 - lotroclient
Frames: 7601 - Time: 120000ms - Avg: 63.342 - Min: 28 - Max: 102
I would've run more if I knew some troll that never owned a G80 or G92 would come along and argue bandwidth on an 8800 actually mattered.
Oh really you tested this on G92? Or is it your GTX. GTX doesn't have this problem.
Sure did, still have my copy of QW:ET and the mouse pad that came with it too (new owner didn't want em). Tested enough to see it performed very similarly to my G80 GTS @ 621/1000 (same as the linked benches above) which gave me enough confidence to trade the GT+cash for my GTX.
Only reason you bother replying is because you want to say "you don't know what you are talking" LOL LOL LOL" :thumbsdown:
Yep, which is pretty obvious in your case. :thumbsup: