R520 - Benchmarks

Radeon Rx5X generation comes in early October

Expect a rash of reviews

MANY READERS have asked us about the date and we kind of didn't want to write the story until we were 100 per cent sure. Now we can quite certanly say that ATI plans to reveal the R520, RV530 and RV515 generations shortly after an Ibiza event it's holding, soon. The planned date is, we believe, early October.

These things can change but you can expect that not long after the month dawns, there will be many reviews and articles on the Tnternet about this generation of ATI cards.

Radeon X1800XT, R520 Crossfire reviews should follow shortly after the launch but ATI is preparing to steal Nvidia's focus until the end of the month.

Don't miss the countdown on ATI's website. There are less and less secrets about these cards. µ
 
Radeon X1300LE Performance

HKEPC has done some testing on the upcoming 90nm RV515 to be officially known as X1300LE. This card comes with 4 pipelines and was compared against the NVIDIA GeForce 6600 card with 8 pipelines. It is benchmarked using Pentium 4 XE 3.73 1066MHz FSB, Gigabyte GA-8I955X-Royal and Corsair DDR2 1066 512MB x 2. As reported yesterday, X1300 is the follow-up to RV370 and sports high-end video technology at value segment pricing. It comes with 128-bit, 64-bit and 32-bit memory interface and has 32MB to 512MB frame buffer configurations. There are two versions available at launch; X1300LE and X1300 PRO and HyperMemory variant to be available as well. It is certainly delightful to see a low-end X1300LE can win a mid-range 6600 card in 3DMark05 where the score is 2882 and 2506 respectively. Now NVIDIA needs to respond with their 90nm G72 and G73 fast.

http://www.vr-zone.com/?i=2772&s=1
 
ATI's Radeon X1800, R520 has eight vertex shaders

Sixteen TMUs


WE FINALLY learned that R520, now formally known as Radeon X1800 generation will have eight vertex Shader units. That was a big question that was very hard to answer. The Last generation had six vertex shaders but we learned that vertex data was never a big limitation. Only one "game" suffered from a vertex date limitation and this game is, believe it or not 3Dmark05. All the other games were always pixel performance limited.
We already said several times that R520 will have sixteen pipelines and ATI likes to say that it has sixteen pixel processors.

R520 generation will be able to process sixteen textures as it features sixteen texture units, and its possible to render sixteen Render back ends in a single clock.

The R520 can compare sixteen Z compare units, very important when you want to optimise Z information's.

As R520 is very programmable chip you will be able to process as much as 512 threads on this GPU, this means that two GPU together brings a nice number of 1024 threads and Intel and ATI believe that programming with threads in mind should get you to faster performance in dual setups.

You should learn more about R520 next week when ATI presents it to the world. Hey I'm off to Ibiza! µ
 
Ai vem + uma cabazada de noticias :D

R520 Vertex Shader engine exposed

WE WROTE that the R520 will have eight vertex Shader processors but we have some more juicy details to show you how this Shader engine actually works.

R520 is using sight Vertex Shader and each of them can process two Shader instructions per clock. This will get you to amazing number of 10 billion instructions per second but of course this is only theoretical number.

This vertex Shader 3.0 is upgraded to support Shader model 3.0 as ATI could not handle more than Shader model 2.0b before. It uses Dynamic flow control, it can execute 1024 instruction but due its dynamic flow control is practically unlimited to the number of the instructions and ATI has more temporary registers than before.

Vertex data are processed with 128 bit Vector ALU and the core features parallel 32 bit Scalar ALU and after processing those data are transferred via flow control to further processing.

Vertex Shader engine will also perform Backface Cull, Clip, Perspective divide and Viewport transform prior sending the data to Setup engine. µ

http://www.theinquirer.net/?article=26620
 
R520 die scheme up

A picture beats 1000 words

r520s.jpg
 
ATI RV530, RV515 Vertex, pixel Shader saga unveiled

R530 has five VS, RV515 has two
WE MANAGED to get some additional information about the R520, RV530 and RV515 before we got to Ibiza. This time we will talk more about mainstream and entry level. Believe me that the numbers we got are kind of confusingm, but this is definitely what you can expect from it.

The R520, Radeon X1800 generation will have sixteen pixel shaders, eight vertex shaders, sixteen texture units, will be able to render sixteen Back ends, will compare sixteen Z compare Units and will be limited to 512 treads.

The RV530, Radeon X1600 generation, will have twelve pixel shaders, five vertex shaders, only four Texture units, will be able to render only four Back ends, will compare eight Z compare Units and will be limited to 128 threads. This sounds much less than the big R520 daddy and we are very surprised that RV530 has only four texture memory units (TMU's). We will let you know about the performance.

The low end RV515, Radeon X1300 generation will have four pixel shaders, just two vertex shaders, again four texture units, but will be able to render four nack ends, will have four Z compare Units and will be limited to 128 threads.

The only thing that remains is to see them in action. µ
http://www.theinquirer.net/?article=26621
 
R520 has Ultra threading dispatch processor

Tells threads where to go

ATI DOESN’T want to talk about pixels. It wants to talk about Shader processors and ATI actually has four quad pixel Shader cores. This means that four Pixel Shader cores can process four pixels each. When you do the maths, you will get sixteen as a final number of pixels that the R520 can process per clock.

Before the data comes from the setup engine to be processed in the pixel Shader engine, it will meet an "Ultra" threading dispatch processor. It’s a key part of the chip that will tell R520 data where to go, and the data will hear and obey. There is a choice of four quad pixel Shader core or texture address units. Texture addressing Unit will later send its processed data's to texture units and later if not stored in texture cache those data's will go to General Purpose Register Arrays and further. If it sounds complicated that’s because it is.

RV530, the Radeon X1600 has three Pixel Shader cores each, processing four pixels and that’s how you get 12 pipelines or should we say twelve pixels per clock.

The RV515, Radeon X1300 has one Pixel Shader core capable of processing four pixels and that’s how you get four pipelines or should we say four pixels per clock. Now it all kind of makes sense, right?

Each of the Rx5xx chips will have this Ultra threading dispatch processor that will process the data prior to sending them to the pipes. This means that ATI might really do something about multi threading this time. µ

http://www.theinquirer.net/?article=26618
 
ATI claims SM3.0 supremacy

In selected games

WE SAW some charts before our fright to Ibiza where ATI claimed that its R520, Radeon X1800XT solution will end up significantly faster than Nvidia's Geforce 7800 GTX.

A document seen by the INQUIRER claims that ATI will beat Geforce 7800GTX by as much as ninety per cent in the Fear Demo. ATI claims it will end up almost forty per cent faster in Battlefield 2, while it will top Nvidia's fastest card as much as twentyfive per cent in Far Cry.

In certain games, the Radeon X1800XT PE will end up less than twenty per cent faster than GTX. and we are talking about Splinter Cell and the Painkiller extension.

We are not sure what happens with the rest of the games, but we suspect that Nvidia might be faster in some of them. It's interesting that ATI hasn't mentioned Half Life 2 but we kind of expected that these results would be very tight. µ

http://www.theinquirer.net/?article=26617
 
Agora a mais interessante se for verdade :D

R520, Radeon X1800XT scores 9100**+ in 3D Mark 05

Clocked at 625/1500 MHz

BEFORE WE walk into silent weekend we want to let you know about the R520XT performance. The card clocked at 625MHz core and 1500MHZ memory can score 9100 or even more in 3Dmark05.

We learned that ATI can do even more but at this time its cat and mouse game as nvidia equipped its reviewers with its new 81.sometihng driver. this driver is suppose to get some performance but ATI still has some juice to fight it.

We heard that ATI can do as much as 9500 in 3Dmark 05 which is not bad at all, so 10000 screenshot that I saw some time ago means that you can go sky high with overclocking. µ
http://www.theinquirer.net/?article=26622
 
Por favor, alguém conte os posts do DJ_Papa neste thread, eu já lhes perdi a conta e aínda não vi nada de relevante sobre o chip, para além do marketing blurb e da especulação do Inq. :D
Afinal, em termos de features, o que é que o R520 tem que a Nvidia não tenha apresentado há um ano e meio ?
 
Podia pôr tudo num post, mas depois ficava um Mega-post.
Pra proxima ja compacto mais as News :D

Os scores no 3dmark 2005 em principio sao mesmo verdadeiros e o Theinquirer nao tem falhado muitos nos números nos últimos tempos.
Sera que vamos ter mesmo uma 16pipline a a dar 9.5K em default no 3dmark 2005? ( A 7800gtx faz 7.6K neste mesmo bench e com 24 piplines)
 
ptzs disse:
Yep, queremos é ver benchs com algo além de 3dmark. E coisas de jeito, não referências a slides da ATi.

pxxxhiiiiu não digas isso senão acabas logo com a maioria das noticias do Ratzinguer (preto tu tás la!) :lol:
 
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