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Thread: 5870 Bottleneck Investigation (CPU and/or Memory Bandwidth)

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  1. #11
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    Quote Originally Posted by Chumbucket843 View Post
    it IS 320 shaders. there are 5 alu's per shader. they are called stream processors. the 320 shaders are then grouped into 20 thread clusters.
    are actually 320 rather complex 5-stage computing subunits

    which means that's the textures stream processors other stream processors are simple or general.

    The general principle of the computing section has not changed much in the RV870. It is still based on shader processors with superscalar design, each processor incorporating five ALUs four of which are general-purpose ALUs and the fifth is a special-purpose ALU capable of executing complex instructions like SIN, COS, LOG, EXP, etc. Besides the ALUs, each shader processor also contains a branch control unit and an array of general-purpose registers.
    When we are talking about 1600 stream processors in the RV870, we must keep it in mind that there are actually 320 rather complex 5-stage computing subunits. Provided sufficient code optimization, this design of the GPU’s computing section helps achieve a much higher level of performance than with Nvidia’s scalar architecture.
    which is why nvidia has a shader clock and ati shader clock would be locked to the core speeds.

    cpu is the bottleneck lol
    Last edited by demonkevy666; 09-27-2009 at 06:25 PM.
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