R423 to have all 16 pipes?

Well the R420 is to be 12pipes of a possible total 16 (maybe soft/hard-modable in the future?). Well there is speculation that the R423 will be 16 pipes and those that don't make the R423 will be used in the R420.

Also a little more on the NV40, 16x1/32x0? Others (like the Inquirer) are confirming more along the lines of 8x1/16x0.

Babel translated link;

<A HREF="http://translate.google.com/translate?sourceid=navclient-menuext&hl=en&u=http://www.withingames.net/?show=articles&type=showarticle&id=83&site=7" target="_new">http://translate.google.com/translate?sourceid=navclient-menuext&hl=en&u=http://www.withingames.net/?show=articles&type=showarticle&id=83&site=7</A>


- You need a licence to buy a gun, but they'll sell anyone a stamp <i>(or internet account)</i> ! - <font color=green>RED </font color=green> <font color=red> GREEN</font color=red> GA to SK :evil:
 
What is 16x0? We should expect Nvidia to only have 8 pipes right?

Sigh...

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Yeah, it's looking like 8 pipes.

The term 16x0 is somewhat of a cynical term (developed in the 4x1/2 - 8x0 NV3X generation) and it's because the ability for the vertex shaders to emulate the 16 pipes by applying the textures to the other 8 pixels. This all depends on the operation being run and what is to be done with the pixels (basically only point sampling filtering and nothing more according to the Inquirer). 16x1 is the description for a true 16x1 design which would allow for billinear/trillinear filtering on all pixels. the '8x2' technique really allows 8x1 + 8x1(limited), and that creates potential visual issues. Whether or not nV will be able to work around those issues is a question that will only be answer by the final product and associated drivers.

So they are calling it 16x0 because it has the ability to show MASSIVE fill rates similar to a 16x1 design (but only in select apps [thus their choice of 3Dmk01 and NOT 3Dmk03?]), but in most real games and apps it will not have that power and will act like the 8x1 design that it really is (despite being touted as 8x2), and thus 16x0 eludes to it's potential but reminds people it's not all that the PR say it is and we initially thought it was. (I feel ATI has a better chance of competing with an 8X2/16x0 part than a true 16x1 part).

At least that's my take on all of it.

There is this little blurb that may help, but it doesn't explain the new naming strategy in the forums. And the Inquirer's blurb about the way the vertex shader functions in this case to achieve sorta-16.

<A HREF="http://www.datafuse.net/pipelines.php" target="_new">http://www.datafuse.net/pipelines.php</A>

<A HREF="http://www.theinquirer.net/?article=14878" target="_new">http://www.theinquirer.net/?article=14878</A>


- You need a licence to buy a gun, but they'll sell anyone a stamp <i>(or internet account)</i> ! - <font color=green>RED </font color=green> <font color=red> GREEN</font color=red> GA to SK :evil:
 
Wow, thx! It really sounds like shenanigans to me when you do 16x0 but maybe I'm just being negative.


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