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关于 GTX 480 ROP 性能问题的解释:
http://www.pcgameshardware.com/aid,743526/Some-gory-guts-of-Geforce-GTX-470/480-explained/News/
What about the fillrate? Pixel fillrate, that is. Some fillrate tests from 3DMark runs indicated a pixel throughput not worthy of the mighty 48 ROP-Units a GTX 480 has to do it's engines bidding. Earlier in our conversations with Nvidia, they said a full-blown Fermi chip could have a throughput of 32 pixels per clock in the shader-engine and 256 z-samples if the data is compressible. But how does this change with actual products like GTX 480 and GTX 470? According to Nvidia this throughput can change at either the GPC or SM level. A 15 SM configuration like GTX 480 would be limited to 30 pixels per clock due to the SM count, for example.
The raw ROP throughput of 48 seems to be higher than the maximum number of pixels the shader-engine can supply (max. 32) - what's Nvidias take on this? They said, the ROP-throughput was sample based whereas the shader engines are pixel based [note that a pixel can have multiple samples of z (for depth information)]. This is important for AA rendering where complex scenes will have significant portions that are uncompressed. For example in 8xAA, the peak GPC output rate is 32*8 = 256 samples per clk, whereas the peak ROP rate is 48 samples per clk. Improved performance on AA rendering was the main objective for the increased ROP horsepower. |
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