Is 1.84 TFLOPS a lot for a GPU?

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04dcarraher

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#601 04dcarraher
Member since 2004 • 23832 Posts

[QUOTE="AM-Gamer"]

[QUOTE="04dcarraher"]

huh? The cell as a cpu does suck, the SPE's of the cell was its only saving grace. The PS3 didnt out perform the 7800GTX until the card was phased out and by the time the PS3 was in full swing in using the Cell+RSX it already lost the battle at its release time... aka 8800's

What you seem not to understand that the it being an APU will have no bearing in performing better then PC's with much stronger cpu's. Why do you think the ps4 will do better textures ? hmm? is it the 8gb of GDDR5 you hype about? Its not going to happen you will see between 1-3gb usage. Also you have no idea that all OS functions and overhead is done on the cpu, which means as long as you have a modern cpu your excuse of running windows is dumb. Also lets not forget that AMD is introducing same coding from PS4 on all current and future products and Intel and Nvidia are also working on same methods in lowering overheads.

BlbecekBobecek

1 to 3gb of usage for graphics memory?  At this point I feel like im talking to a troll. Goodnight 

 

04dcarraher is not really a troll because he is not doing it intentionally. In my humble opinion he is just plain stupid.

:lol: and the cows go back to the pasture.... Problem is that just because the PS4 has 8gb of memory... thinking that its going to use most if not all of it on video and you be wrong to think so ... The PS4 will be a much more complicated system requiring more memory to function. The gpu will most likely never will see 4gb or more because you have to include the OS&features(ie streaming recording etc) Its already been stated that the PS4 will have 1gb allocated for the OS only leaving 7gb to use for the game cache and video and other items and features. Now since they have 7gb of memory to play around with there will be no need to stream data like the PS3 or 360, they can load all needed assets onto the memory allowing more design options in complex map/level design and size. You will see games using easily 2gb or more for caching. Ands with multiplayer games like BF3 or open world type of games you can easily see 4gb usage only leaving about 3gb for the gpu. Now they will not allocate 5 or 6gb of memory for Vram just for 1080 resolution and they will not use crazy high texture resolutions because that would a waste of resources for 1080 and sitting more then 4 foot or more away with something you wouldnt be able to see because at 1080 there wouldnt be enough pixel resolution to show all that detail.
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NFJSupreme

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#602 NFJSupreme
Member since 2005 • 6605 Posts

comparing flops between two different brand gpus with different architecture is stupid  also at the end of the day the ps4 is already surpassed by pc now and the gap will only get bigger as time goes on.  not amount of optimization will change this fact.  with that said consoles are still great value.  its just stupid to compare to pc.  

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xxunnecessaryxs

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#603 xxunnecessaryxs
Member since 2013 • 399 Posts
Seems about right
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g0ddyX

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#604 g0ddyX
Member since 2005 • 3914 Posts

The way I see it, a beefed-up PS4 will have a positive effect on PC games by making developers upping the quality of games even moreso.
All in all, gamers win. Am sure 720 will have the same effect. 720/PS4/PC is the next gen way.

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ronvalencia

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#605 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="ronvalencia"]With similar GFLOPS, X1950 Pro's Crysis 2 result is similar to Xbox 360's Crysis 2.

For AMD HSA GpGPU and PC games, refer to http://www.slideshare.net/zlatan4177/gpgpu-algorithms-in-games There's a problem with PC's GpGPU compute latency but AMD HSA fixes MS's induced issues.

tormentos

1st. The X1950 is 1 year newer than the 360 you damn well know what a damn year on PC GPU markets means. 2nd AMD is late with HSA,and HSA will only work on HSA compatible hardware,i have posted this like 10 times,HSA will not works on every single PC out there,so it means nothing,by the time HSA even start to dent into PC the PS4 will be like 3 or 4 years old,adaptation on PC is super slow..

1st.

Radeon X1900 XT (Jan 24th 2006) was about two months after Xbox 360' release (Nov 22nd 2005). The specfic model for X19x0 is just a minor SKU difference. Your fixation on specific marketing model numbers just indicates you don't know fundamental ASIC design differences.

2nd.

AMD HSA has Intel SSE support. AMD HSA doesn't bring anything new when it comes to X86 memory operations i.e. HSA is an instruction abstruction layer that bridges GPU's ISA and CPU ISA. For AMD HSA, both CPU and GPU must have X86 related MMU.

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ronvalencia

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#606 ronvalencia
Member since 2008 • 29612 Posts

I don't know if it's been pointed out already, but I'd just like to mention that AMD cards typically have higher FLOP counts than Nvidia cards, so you need to be careful saying stuff like "1.84TFLOPS--it's a GTX580!!" as that's not the case. The 7870 (which has a similar FLOP count) is more comparable to a 560ti than a 580. 

cfisher2833
It's even unwise to compare AMD GCN's FLOPS to the older AMD VLIW GPUs.
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clyde46

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#607 clyde46
Member since 2005 • 49061 Posts
[QUOTE="tormentos"][QUOTE="clyde46"] The Cell WAS worthless, it was hugely complicated to program for. On paper it was a powerhouse but when it came time to put up or shut up the Cell fell flat. That is part of the reason why multiplats suck on the PS3.

No and you don't know sh** of what your saying,the only reason some multiplatform perform better on 360,is because the 360 doesn't have a separate ram is unified,the 360 also has a slimmer OS which mean more free memory for games. The fun thing is no 360 games look like Uncharted 3 or Beyond 2 souls,Cell was so great that it helped a crappy,bandwidth starved,low ROP and low memory GPU beat one more advance and stronger GPU.. Multiplatform problems on PS3 have a name Developers and memory,not Cell... By the way several multiplatform games are actually better on PS3..

Cant you read? I said part of the problem.... It has been noted by even Sony themselves that the Cell is a pain to program for and that is as I stated a major hurdle for devs when making multiplats. Exclusives are irrelevant in this discussion as you are tailoring code for one set of hardware so you can work out all the kinks.
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ronvalencia

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#608 ronvalencia
Member since 2008 • 29612 Posts

[QUOTE="BlbecekBobecek"]

[QUOTE="AM-Gamer"]

1 to 3gb of usage for graphics memory? At this point I feel like im talking to a troll. Goodnight

04dcarraher

04dcarraher is not really a troll because he is not doing it intentionally. In my humble opinion he is just plain stupid.

:lol: and the cows go back to the pasture.... Problem is that just because the PS4 has 8gb of memory... thinking that its going to use most if not all of it on video and you be wrong to think so ... The PS4 will be a much more complicated system requiring more memory to function. The gpu will most likely never will see 4gb or more because you have to include the OS&features(ie streaming recording etc) Its already been stated that the PS4 will have 1gb allocated for the OS only leaving 7gb to use for the game cache and video and other items and features. Now since they have 7gb of memory to play around with there will be no need to stream data like the PS3 or 360, they can load all needed assets onto the memory allowing more design options in complex map/level design and size. You will see games using easily 2gb or more for caching. Ands with multiplayer games like BF3 or open world type of games you can easily see 4gb usage only leaving about 3gb for the gpu. Now they will not allocate 5 or 6gb of memory for Vram just for 1080 resolution and they will not use crazy high texture resolutions because that would a waste of resources for 1080 and sitting more then 4 foot or more away with something you wouldnt be able to see because at 1080 there wouldnt be enough pixel resolution to show all that detail.

Having CPU and GPU acting like X86 processors (in relation to memory opertaions) is simpler than the current setup. AMD GCN includes X86 based MMU.

Current PC DirectX doesn't expose X86 MMU features on GPUs.

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deactivated-57d8401f17c55

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#609 deactivated-57d8401f17c55
Member since 2012 • 7221 Posts

[QUOTE="tormentos"][QUOTE="clyde46"] The Cell WAS worthless, it was hugely complicated to program for. On paper it was a powerhouse but when it came time to put up or shut up the Cell fell flat. That is part of the reason why multiplats suck on the PS3. clyde46
No and you don't know sh** of what your saying,the only reason some multiplatform perform better on 360,is because the 360 doesn't have a separate ram is unified,the 360 also has a slimmer OS which mean more free memory for games. The fun thing is no 360 games look like Uncharted 3 or Beyond 2 souls,Cell was so great that it helped a crappy,bandwidth starved,low ROP and low memory GPU beat one more advance and stronger GPU.. Multiplatform problems on PS3 have a name Developers and memory,not Cell... By the way several multiplatform games are actually better on PS3..

Cant you read? I said part of the problem.... It has been noted by even Sony themselves that the Cell is a pain to program for and that is as I stated a major hurdle for devs when making multiplats. Exclusives are irrelevant in this discussion as you are tailoring code for one set of hardware so you can work out all the kinks.

The 360 had its own bottlenecks and hardware mistakes as well, not talking about build quality or errors either.  Hindsight is 20/20 though.

Here's what both console's should have had -

768 mb's of GDDR3, full capacity dual layer DVD's, an Athlon 64 X2 CPU and a Xenos like gpu.

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zeroyaoi

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#610 zeroyaoi
Member since 2013 • 2472 Posts
Too many of you are obsessed with numbers.