• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

ATI 6 Series

Love it. People getting all worked up about a product that isn't even out yet. Try to actually discuss it rather than fighting over mythical specs that nobody here can be certain of. (I know.. foreign concept here...)

I for one am looking forward (once again) to the release. It will be interesting to see the marketting attached to it, and see what they have done with heat/power and see if they can sidestep any issues attached to that (since they've been bashing Fermi over that recently).

Bear in mind that this is a compromise chip, not what they really wanted to be doing (same for Nvidia). In some ways it might work ok for Nvidia this time round as Ati won't be able to play the less heat/power card (or at least not as strong).
 
Well , at the moment I can't decide between a 460 1mb or 5850 so think I'm going to wait until these are out and see what happens to the prices before i bite the bullet and get something.
 
Well , at the moment I can't decide between a 460 1mb or 5850 so think I'm going to wait until these are out and see what happens to the prices before i bite the bullet and get something.

Since ATI are going to have their refresh out soon, I wouldnt buy a 5850.

Also, the entire current line of HD 5000 cards are very weak at tessellation. I really dont think that they will be powerful enough once more games start using DX11 because their tessellation power is very limited. They actually have the same tessellation power on every HD 5000 chip, then the small differences between each card is due to their remaining shader difference:



This was further proven by some tests done on Xtreme Systems where HD 5000 users were asked to run the Heaven benchmark with extreme tesselation, and the results showed that my 5770 crossfire had higher minimum frames than a single 5870, and exactly the same as a 5970. It seemed that as soon as the tessellation limit of the HD 5000 series is reached, they all crumble and perform crap, which was seen in the minimum frame numbers, and this is what put me off wanting to get 5850s altogether. (The chart above shows the average FPS result of the whole benchmark, the minumum frame rate number was more telling about the weak tessellation performance on the ATI cards).

The GTX 460 does handle DX11 a lot more efficiently, and they convinced me not to hold out for the ATI 6 series. Right now I would recommend buying either a 5770, 1 Gb GTX 460, or waiting for the ATI refresh instead of spending so much on a 5850 and above. If you need more performance, go crossfire or SLI on those two cards because that seems to help performance a lot more under DX11 and tessellation.
 
Last edited:
Thanks for that info, sort of goes with what I was thinking about waiting and seeing how it all pans out. Quite interesting how well the single GTX 470 does in that chart.
 
Tesselation doesn't = DX11, not least because Tesselation was penned in for several generations ago.

Also tesselation, barely used to date, in the games its in barely used, and makes no difference, with a very limited number of transistors AMD can add, any added to increase tesselation performance directly would be a truely ridiculous waste of time, money and power.

The 7xxx series is likely to be out at most within a year, maybe only 6 months later, on a new process, with a TONNE of room for more transistors, if GloFo made a decent process at 28nm, I think they'd be able to fab something in the region of 7-8billion transistors in the same thermal envelope/die size as a 5870 now, however again that will probably be the very first gen AMD and Nvidia both plan to have two gens out on the same process, they've really not planned to do so before.

As for the increase in quality of the 40nm process, I'm not so sure it has, beyond TSMC insisting it has, its very unlikely to have changed significantly. At the end of the day the equipment costs 2-4billion depending on the size of the lab, the R&D is done over half a decade, not a year or two, they are still working with the inherant poor design of the process.

Again people keep forgetting, it wasn't a faulty process they couldn't get right, its leaky because they went with a "cheap" design to contain power leakage, the gate first design is the cheap version of a process, its simply a lot worse than a gate last design(I'm not an expert or read on it in some months, it could be the other way around, either way TSMC went with the crap method).

That fundamental problem can't be fixed in the 40nm lifecycle at TSMC, they can tweak certain things, learn some tricks, come up with slightly better ways to line up the transistors and could potentially increase the quality of some of the equipment, but we're not even close to talking about making a GF100 design all of a sudden start yielding at 50%, if that was the case, GF104 wouldn't be around, the GF100 would be out, and each card costing less and actually making a profit while doing so, there wouldn't be an overlap in the performance of GF100 and GF104, the GF100 would simply be a great and profitable card, its not, its not close, the process simply hasn't improved that much.

Nvidia also certainly doesn't handle dx11, or anything better, for the end user, yes, for Nvidia, every 460gtx costs significantly more than a 5870 to produce, and thats hugely problematic, the 5850 alone is 30% faster at high res, and 20-25% faster at lower res, and its a core thats OVER 10% smaller. Efficiency is simple, the 460gtx uses more space, more power, and provides less speed. Its got great tesselation performance, if Nvidia hadn't merked dx10 and had tesselation removed, both companies would probably have significantly higher tesselation power and more games would use it. Its only just starting to gain traction, that tesselation performance hasn't shown up in the real world largely because theres not a single game with tesselation where its worth enabling.

In a year, tesselation could potentially be the reason to go one gen over another, this gen, you do it to be faster in pretty much two benchmarks, and no where else.

The gtx460 is selling well, but not well enough, with a 5850 at £200 we're starting to see 460gtx 1gb's at £170, because for a card thats 20-30% slower, its only 10-15% cheaper, its cheaper, but less good value, they both overclock great, but overclock a 5850 and the performance gap increases. Nvidia are making very little on a 460gtx, and 5850 is cheaper to make and faster.
 
Thanks for that info, sort of goes with what I was thinking about waiting and seeing how it all pans out. Quite interesting how well the single GTX 470 does in that chart.

Yea, it shows that tessellation on the GTX 400 range scales with shader numbers - the tessellation seems to be calculated in the shaders rather than on a limited unit as is the case on the HD 5000s, which need multiple GPUs instead of more shaders to significantly increase tessellation performance.

I believe that ATI will figure a way to work tessellation with the shaders as well for the HD 6000 range, at least if they dont then that will be completely rubbish.
 
Tesselation doesn't = DX11, not least because Tesselation was penned in for several generations ago.

Also tesselation, barely used to date, in the games its in barely used, and makes no difference, with a very limited number of transistors AMD can add, any added to increase tesselation performance directly would be a truely ridiculous waste of time, money and power.

Civilization 5 is going to use tessellated maps, and in the previews they mentioned that the game was significantly slowing down and lagging in the later stages on a test system with an I7 and a 5870 :eek:.
 
Yea, it shows that tessellation on the GTX 400 range scales with shader numbers - the tessellation seems to be calculated in the shaders rather than on a limited unit as is the case on the HD 5000s, which need multiple GPUs instead of more shaders to significantly increase tessellation performance.

I believe that ATI will figure a way to work tessellation with the shaders as well for the HD 6000 range, at least if they dont then that will be completely rubbish.

Contrary to the information certain parties put out - GF100 doesn't compute tessellation on the shaders - each cluster of shaders has a dedicated geometry engine that does tessellation as part of its job.

Due to the process, power and heat issues with trying to bring Fermi to retail these are only running at half speed currently. With an improved process they can theoretically return them to full performance without having to use more transistors.


I believe that ATI will figure a way to work tessellation with the shaders as well for the HD 6000 range, at least if they dont then that will be completely rubbish.

Not going to happen - computing tessellation on the shaders themselves is crap - it also bypasses one of the main performance advantages to the way tessellation is processed which saves a ton of transformation calculations, etc. not to mention will probably have a huge penalty in memory bandwidth.
 
Last edited:
That's not the whole story though is it? The 5800 series was released on a poor, leaky and relatively unknown process and we don't know how conservative ATi were. Personally I think they were quite conservative given their focus on getting the product out the door.

Given improvements in the 40nm process and more experience and data it's very likely they will have a decent bump in transistor density, though clearly this won't be 25%.

But really my point is that the performance gains of the 6000 series will come from a matrix of factors: increased transitor density, increased die size and new core that is better able to feed the shaders. This makes it difficult to guess how fast it will be, but you can be pretty sure that it will be a significant improvement or they wouldn't bother.

Hmm, if you read my replies, I've said a 25% bump in transistor number is pretty much exactly what I expect, however to double performance in most gens(comparing efficient well made cards, vs equally well made cards) you're roughly looking to double transistor count. The 5870 is exactly twice as fast as the 4890 in Metro 2033, with actually just over twice the transistor count, though some is down to the dx11 move(but amd with dx10.1 was most of the way there to be honest).

2.5-2.7billion would I think be semi comftable for AMD, but would be moving into borderline bad yields/big die and too expensive. There will be a little leeway in increase in process quality, but no where near as big as some people seem to think. Efficiency increases I'd be surprised if they got beyond 10%. the 5870 isn't massively shader limited, but the 5870 in some games is still 10% faster thana 5850 at the same clocks.

If you make the rop/tmu part of the core more efficient and gain 10% speed, then the card will want more shaders to be fed by them, and if you bump up Rop numbers, you'll want more tmu/shaders, basically its a pretty well balanced core in general.

THe biggest issue really is that different games show different limits, thats where the difficulty comes in. A 5870 is almost identical to a doubling of a 4890, and is exactly twice as fast in Metro 2033, and in other less stressful games, its only 60% ahead, it probably averages about 70-80% ahead.

In some games the 5850 is 3-4% behind at the same clocks as a 5870, in other games the 5870 gets as much as 12-13% ahead.

There is no right answer, not least because if they alter the ratio's very slightly to get better performance in more average games but slightly less performance in something like Metro 2033, but then, what if every game out next year uses more and more dx11 features and runs more like Metro 2033, in which case you'd be reducing performance for newer games, to bump performance in older games.

THeres quite literally nothing known about it right now, its all guesswork, though the most obvious place to start guessing is quite simple, what size core can they make, without dropping profits and without effecting yields significantly.

If the process has matured enough that the doubling of via's and extra space to leave room for various sized transistors(one of the key problems with TSMC's process) then they could save anything up to 15% on the die size doing that, which AMD hinted at in interviews was around the cost of adjusting for the issues with the process. Nvidia dropped 33% off their die size, and still end up significantly worse than AMD in transistor density, just to make something they can sell for not a loss, not for a great profit, and don't forget the GF104 is far far newer than the 5870 die, my guess would be they've built in even more redundancy than AMD largely because leakage is still effecting them(not far off a year later now) than AMD because of the much higher clock speeds their design uses.

This all suggest the maturing of the process people seem to think has to happen, well, hasn't, at all. If Nvidia are still making designs 10% bigger with 10% less transistors(that add's up to what, 20% lower transistor density than AMD) then I'd say, the process hasn't improved much in 8 months and Nvidia is seemingly slashing prices to maintain a 15-20% price difference as AMD prices come back down at retailers, so Nvidia clearly don't think the 460gtx is within 15% of 5850 performance, no idea why anyone else thinks so. None of that spells great process and maturing quickly.
 
Contrary to the information certain parties put out - GF100 doesn't compute tessellation on the shaders - each cluster of shaders has a dedicated geometry engine that does tessellation as part of its job.

Not going to happen - computing tessellation on the shaders themselves is crap - it also bypasses one of the main performance advantages to the way tessellation is processed which saves a ton of transformation calculations, etc. not to mention will probably have a huge penalty in memory bandwidth.

Oh I see, as opposed to the HD 5000 having just a single dedicated tessellation unit / engine thing per GPU. That would explain the differences.

I were just speculating and have been looking into the Tessellation performance on the ATI cards since getting mine, its probably only something that dweebs like me do :(.
 
Last edited:
Contrary to the information certain parties put out - GF100 doesn't compute tessellation on the shaders - each cluster of shaders has a dedicated geometry engine that does tessellation as part of its job.

Due to the process, power and heat issues with trying to bring Fermi to retail these are only running at half speed currently. With an improved process they can theoretically return them to full performance without having to use more transistors.




Not going to happen - actually computing tessellation on the shaders themselves is crap - it also bypasses one of the main performance advantages to the way tessellation is processed saving you on a ton of transformation calculations, etc. not to mention will probably have a huge penalty in memory bandwidth.

No one has ever claimed Nvidia computes tesselation on the shaders, however their more programable rendering "uncore" is where people are saying its done, and thats where it is done.

As you said though, tesselation on shaders is beyond daft, the whole point of tesselation speed increases its its hardware decoded, hardware decoding = eleventy billion times faster than emulating hardware decoding on shaders. If AMD move tesselation around a bit and spread it out like Nvidia, or simply increase the size of the tesselator unit, who knows, as said its the single worst thing to focus on performance wise when you're incredibly transistor limited for your next gen, I'd expect tesselation performance in both Nvidia's 28 and AMD28nm process cores to make this gen, from both sides, look like ickle baby girl tesselators. Hopefully within the next year games start to use tesselation better, more widely and more efficiently.

I have to say Lost Planet 2 looks dreadful as a game, not great graphically, but the absolute difference in the models, (however much you like the models or not) is pretty immense, and the water goes from flat and dull to looking almost like a very turbulent fast running river, except its missing the colour and complete feel the variable level's and the appearance of movement is very good.

We need some pretty massive performance improvements from both sides before an entire area can have the effects added. In Lost Planet 2 it would seem the ground, nothing else uses it, just water, and a few models, and seems to be rather slow when it does.
 
Oh I see, as opposed to the HD 5000 having just a single dedicated tessellation unit / engine thing per GPU. That would explain the differences.

I were just speculating and have been looking into the Tessellation performance on the ATI cards since getting mine, its probably only something that dweebs like me do :(.

IIRC the GTX480 has 15 polymorph engines (which part of their job is tessellation) each of these theoretically is capable of 60%* of the performance of the single tessellation unit on the 5000 series. In tests that only do tessellation performance comparisions without any other shader load the GF100 puts upto 7-8x the performance on the 5000 series.

* Would have to check my numbers but I think this is what I came to last time I posted about it.
 
Last edited:
No one has ever claimed Nvidia computes tesselation on the shaders, however their more programable rendering "uncore" is where people are saying its done, and thats where it is done.

Actually - in one of the rare occasions where he was outright wrong - Charlie Demerjian claimed exactly that and went at great lengths to explain why it would result in the ATI 5000 series annihilating Fermi at tessellation.


EDIT: Looking back over the article now it seems to have been post-publication been massaged a bit to make it less obviously wrong, but still glosses over the role of the polymorph engine (not even acknowledged in the original version) and still claims a catastrophic performance impact.
 
Last edited:
The bottom line is that tessellation really isn’t going to matter for at least the next year. In a year, you will probably be wanting another card other than a 460/470 5850/5870, so why worry too much about it. Focussing on tessellation for the next generation ATI cards is simply detracting the conversation.

Tessellation currently sucks in comparison to Fermi but, do you really sit benching all day, or actually play games? Even if I had a Fermi card I would acknowledge that at present it’s not really an important factor, and to recommend a fermi over an ati card for value for money based on the tess factor is just daft.
 
I expect only a fraction of DX11 games will use tessellation to anywhere near the degree it's used in the extreme heaven bench.

Say it ain't so :eek: ;)

(The above is very likely to be true. Heaven will take as much tess performance as can be mustered whilst games will only use it in limited quantities for the time being. Of course, there will always be the odd exception to the rule).

EDIT: I'm more interested in what parts of the design they will be changing, and what improvements in efficiency they will be making. Will they up the clock speeds etc. All interesting topics :-)
 
I expect only a fraction of DX11 games will use tessellation to anywhere near the degree it's used in the extreme heaven bench.

Even in games where it is used, it really doesn't do much for the graphical quality anyway.

If ATI can continue to produce high performance, low-power using, low temperature cards at a competitive price then I will continue to buy from them.
 
Anyone know how long it took to create the Heaven benchmark?

Not as long as it took them - to be fair they were working on far more features than is needed just for that demo and working other projects too.

You only really need a mesh loader, basic renderer and some shaders, don't need complex physics, AI, area portalling, etc. like you would for a proper game.
 
Even in games where it is used, it really doesn't do much for the graphical quality anyway.
There hasn't been a game that has actually used Tessellation properly and correctly yet. Those shots of AvP where they just tessellated every polygon on the model come to mind.

Personally I think you could get some really good results even with the limited power of the 5870 if it was implemented intelligently so it was only used where you'd get the maximum benefit.
 
Back
Top Bottom