- Joined
- Feb 18, 2006
- Messages
- 5,147 (0.74/day)
- Location
- AZ
System Name | Thought I'd be done with this by now |
---|---|
Processor | i7 11700k 8/16 |
Motherboard | MSI Z590 Pro Wifi |
Cooling | Be Quiet Dark Rock Pro 4, 9x aigo AR12 |
Memory | 32GB GSkill TridentZ Neo DDR4-4000 CL18-22-22-42 |
Video Card(s) | MSI Ventus 2x Geforce RTX 3070 |
Storage | 1TB MX300 M.2 OS + Games, + cloud mostly |
Display(s) | Samsung 40" 4k (TV) |
Case | Lian Li PC-011 Dynamic EVO Black |
Audio Device(s) | onboard HD -> Yamaha 5.1 |
Power Supply | EVGA 850 GQ |
Mouse | Logitech wireless |
Keyboard | same |
VR HMD | nah |
Software | Windows 10 |
Benchmark Scores | no one cares anymore lols |
What is exactly the benefit of having 4D shaders?![]()
ati uses a 1+ 4 config in their current and previous gens 1 complex, 4 simple. this means that on the 5870 you have 320 shaders capable of complex items and 1280 capable of simple items, most of the time 320 are maexed out in usage while the others sit idle OR most of the 320 complex are in use but some simple shaders have to be utilizes and you can only have 1 item transmitting at a time from that 1+4 cluster so you could have a scenario where complex shaders are needed but are idling because some clusters are workign on simple shader tasks.
so in reality when you see 1600, you're looking at 320 possible operations at any 1 given time.
if they were to have the same number of shaders at a 4d arch that would of course jump to 400 possible operations at any 1 given time. Increasing performance by default. Also there is talk that the 4d arch is supposed to be 4 moderate complexity rather than 3 simple + 1 complex. This would make each cluster capable of quickly processing anything it's given and then transmitting it. This as I've mentioned before won't affect peaks frams as much as minimum frames.