No More Shader Replacement

The secret is all in compilation and scheduling. Now that NVIDIA has had more time to work with scheduling and profiling code on an already efficient and powerful architecture, they have an opportunity. This generation, rather than build a compiler to fit hardware, they were able to take what they've learned and build their hardware to better fit a mature compiler already targeted to the architecture. All this leads up to the fact that the 7800 GTX with current drivers does absolutely no shader replacement. This is quite a big deal in light of the fact that, just over a year ago, thousands of shaders were stored in the driver ready for replacement on demand in NV3x and even NV4x. It's quite an asset to have come this far with hardware and software in the relatively short amount of time NVIDIA has spent working with real-time compilation of shader programs.

All these factors come together to mean that the hardware is busy more of the time. And getting more things done faster is what it's all about.

So, NVIDIA is offering a nominal increase in clock speed to 430MHz, just a little more memory bandwidth (256bit memory buss running at a 1.2GHz data rate), 1.33x vertex pipelines, 1.5x pixel pipelines, and various increases in efficiency. These all work together to give us as much as double the performance in extreme cases. If the performance increase can actually be realized, we are looking at a pretty decent speed increase over the 6800 Ultra. Obviously, in the real world we won't be seeing a threefold performance increase in anything but a bad benchmark. In cases where games are CPU limited, we will likely see a much lower increase in performance, but performance double that of the 6800 Ultra is entirely possible in very shader limited games.

In fact, EPIC reports that under certain Unreal Engine 3 tests they currently see two to 2.4x improvements in framerate over the 6800 Ultra. Of course, UE3 is not finished yet and there won't be games out based on the engine for a while. We don't usually like reporting performance numbers from software that hasn't been released, but even if these numbers are higher than we will see in a shipping product, it seems that NVIDIA has at least gotten it right for one developer's technology. We are very interested in seeing how next generation games will perform on this hardware. If we can trust these numbers at all, it looks like the performance advantage will only get better for the GeForce 7800 GTX until Windows Graphics Foundation 2.0 comes along and inspires new techniques beyond SM3.0 capabilities.

Right now, each triangle that gets fed through the vertex pipeline, there are many pixels inside the object that needs her help.

Bringing It All Together

Why didn't NVIDIA build a part with unified shaders?

Every generation, NVIDIA evaluates alternative architectures, but at this time they don't feel that a unified architecture is a good match to the current PC landscape. We will eventually see a unified shader architecture from NVIDIA, but it will not likely be until DirectX itself is focused around a unified shader architecture. At this point, vertex hardware doesn't need to be as complex or intricate as the pixel pipeline. As APIs develop more and more complex functionality it will be advantageous for hardware developers to move towards a more generic and programmable shader unit that can easily adapt to any floating point processing need.

As pixel processing is currently more important than vertex processing, NVIDIA is separating the two in order to focus attention where it is due. Making hardware more generic usually makes it necessarily slower, but explicitly targeting a specific aspect of something can often improve performance a great deal.

When WGF 2.0 comes along and geometry shaders are able to dynamically generate vertex data inside the GPU we will likely see an increased burden on vertex processing as well. Being able to programmatically generate vertex data will help to remove the burden on the system to supply all the model data to the GPU.

Inside The Pipes Transparency AA, Purevideo, and HDTV
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  • CrystalBay - Wednesday, June 22, 2005 - link

    Does this card play Riddick smoothly @ shader 2++ ?????
  • fishbits - Wednesday, June 22, 2005 - link

    "In aboot 5 years i figure we'll be paying 1000 bucks for a video card. These prices are getting out of control, every generation is more expensive then the last. Dont make me switch to consoles damnit."

    Funny, I can't afford the very best TVs the minute they come out. Same for stereo components. But I don't cry about it and threaten "Don't make me switch to learning the ukelele and putting on my own puppet shows to entertain myself!" Every time a better component comes out, it means I get a price reduction and feature upgrade on the items that are affordable/justifiable for my budget.

    Seriously, where does the sense of entitlement come from? Do these people think they should be able to download top-of-the-line graphics cards through BitTorrent? Do they walk around Best Buy cursing out staff, manufacturers and customers for being so cruel as to buy and sell big-ass plasma TVs?

    On second thought, get your console and give up PC gaming. That way you can stop being miserable, and we can stop being miserable hearing about your misery.
  • tazdevl - Wednesday, June 22, 2005 - link

    Funny how the single card deltas here are higher than at any other site.

    Unwhelmed for the amount of money and lack of performance increase.

    Have to commend nVIDIA for ensuring retail availability at launch.
  • archcommus - Wednesday, June 22, 2005 - link

    Impressive, but I'm still happy with my X800 XL purchase for only $179. For what it seems, with a 1280x1024 display, I won't need the kind of power this card delivers for a very long time. And less than $200 compared to $600, with still excellent peformance for now and the forseeable future? Hmm, I'll take the former.
  • Lonyo - Wednesday, June 22, 2005 - link

    I would have liked some 1280x1024 benchmarks with 8xAA from the nVidia cards and 6xAA from ATi to see if it's worth getting something like a 7800GTX with 17/19" LCD's to run som esuper high quality settings in terms of AA/AF.
  • segagenesis - Wednesday, June 22, 2005 - link

    I'm not disappointed. For one thing the price of current cards will likely drop now, and there will also be mid-range parts soon to choose from. I think the transparency AA is a good idea for say... World of Warcraft. The game is loaded with them and too often can you see the blockyness of trees/grass/whatever.

    #44 - Actually are you new to the market? :) I remember when early "accelerated" VGA cards were nearly $1000. Or more.

    Everybody lambasted NVIDIA last year for the lack of product (6800GT/Ultra) to the market, so them actually making a presence this year instead of a paper launch should also be commended. Of course, now what is ATI gonna pull out of its hat?
  • KeDaHa - Wednesday, June 22, 2005 - link

    The screenshot shows very clearly that SSAA provides quite a quality improvement over no AA

    The difference is bloody miniscule, perhaps if you used an image SLIGHTLY larger than 640x480 to highlight the difference?
  • L3p3rM355i4h - Wednesday, June 22, 2005 - link

    Wowzers. Time to get rid of teh 9800...
  • shabby - Wednesday, June 22, 2005 - link

    In aboot 5 years i figure we'll be paying 1000 bucks for a video card. These prices are getting out of control, every generation is more expensive then the last.
    Dont make me switch to consoles damnit.
  • Xenoterranos - Wednesday, June 22, 2005 - link

    Hell, for the same price as an SLI setup I can go out and get a 23 inch cinema display...And since these cards can't handle the 30" native resolution anyway, it's a win-win. And yeah, whats up with the quality control on these benchmarks! I mean really, I almost decided to wait for the ATI next-gen part when I saw this (GeForce man since the GeForce2 GTS!)

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