Sub, 30.08.2008.

RSS feed

 Novosti
Kingmaxov paket sa microSD karticom i USB čitačem
·····················································
MSI N9400GT
·····················································
AMD najavljuje nove procesore i reže cijene
·····················································
PoV i Leadtek 9400GT
·····················································
Zotac Nitro
·····················································
OCZ Dominatrix
·····················································
Micron kupuje Qimondu?
·····················································
SilverStone NT01-E i NT06-E
·····················································
Prestigio 5th Avenue serija torbi
·····················································
Catalyst 8.8
·····················································
Tyan, nVidia i AMD ispod NASA-inog megazaslona
·····················································
Logitech Speed Force Wireless
·····················································
Palit Radeon HD 4870 Sonic
·····················································
OCZ ModXStream Pro
·····················································
PowerColor PCS+ HD4870

 Članci
Zotac 9800GTX+ AMP! & ZONE - opet G92 ····················································· AMD Radeon HD4870X2 - launch, tehnologija, performanse ····················································· AVC Napoleon - slab start ····················································· Computex 2008 - 3. dio ····················································· HIPER TYPE R MkII 680W i TYPE M 580W ····················································· Prvi pogled - Hitachi Travelstar 5K500-500 ····················································· Computex 2008 - 2. dio ····················································· Compro VideoMate Vista T750F TV kartica ····················································· Kingmax DDR3 2x 2GB 1600 MHz ····················································· MSI Radeon HD4870 & Sapphire Radeon HD4850
 Download
Catalyst 8.8 WinXP driveri + CCC (64-bit) ····················································· Catalyst 8.8 Vista driveri + CCC (64-bit) ····················································· Catalyst 8.8 Vista driveri + CCC (32-bit) ····················································· Catalyst 8.8 WinXP driveri + CCC (32-bit) ····················································· ForceWare 177.41 WHQL WinXP za GF GTX260/280 (32-bit) ····················································· ForceWare 177.41 WHQL Vista za GF GTX260/280 (32-bit) ····················································· GPU-Z v.0.2.7 ····················································· ForceWare 175.16 WHQL Vista za GF (32-bit) ····················································· ForceWare 175.16 WHQL WinXP za GF (32-bit) ····················································· VIA Hyperion Pro 4-in-1 v.513a

Članci  
    Kategorije         Svi članci         Top hardware         Pretraživanje    

NVIDIA GeForce 8 – ponovo na vrhu
08.12.2006.
    « Prev  : Stranica 2 od 16 :  Next »      By ::  Denis Arunović 
- Arhitektura -

Arhitekturalne promjene koje je sa sobom donio G80 zaista su vrlo radikalne. To je u prvom redu odmak od klasičnog shaderskog cjevovoda koji je u osnovi neizmjenjen već posljednjih 20-ak godina. Ovaj se klasični cjevovod može podijeliti u nekoliko koraka. Prvi korak je slanje podataka iz sistema odnosno drivera kojim upravlja procesor, na grafičku karticu gdje oni dolaze u vertex-shaderske jedinice. VS jedinice potom šalju podatke na triangle setup gdje se stvaraju primitive – trokuti, linije i točke. Primitive potom dolaze do pixel shadera gdje se obavlja rasterizacija i sjenčanje. Sljedeći korak su ROP jedinice gdje se obavlja završni Z-check, blending i anti-aliasing. Na kraju se ovi podaci zapisuju u frame buffer odnosno video memoriju iz koje se završeni frameovi dalje šalju na izlaz grafičke kartice odnosno ekran.

Klasični shaderski cjevovod je odbačen u korist nove, efikasnije arhitekture

Kod G80 klasičnog cjevovoda više nema. Nema niti dediciranih jedinica koje se brinu za pojedine faze obrade podataka. Umjesto njih tu su stream procesori, njih 128 grupiranih u osam grupa, koji rade na taktu od 1,35 GHz. Stream procesori više nisu vektorski, kao što je do sada bio slučaj s PS i VS jedinicama, već skalarni procesori. Premda su mnoge operacije pri obradi grafike inherentno vektorske, što je i glavni razlog zašto su do sada grafički čipovi bili bazirani na vektorskim jedinicama, NVIDIA-ini inženjeri su izračunali da veću efikasnost i bolje performanse mogu dobiti korištenjem 128 skalarnih procesora nego 32 četverokomponenta vektorska procesora.

SP-ovi, kako NVIDIA skraćeno zove svoje stream procesore, su multifunkionalni odnosno unificirani pa svaki od njih može odrađivati posao koji su prije odrađivali pixel i vertex shaderske jedinice. Uz to, znaju raditi i s novom vrstom geometry shadera koji su implementirani u DirectX-u 10. SP sam po sebi može istovremeno izvršavati MADD i MUL instrukcije (MADD+MUL/clock), a podržava FP format IEEE 754.

GeForce 8800 sa svojih 128 stream procesora

Zbog korištenja velikog broja brzih unificiranih shaderskih jedinica odnosno SP-ova, G80 je mnogo efikasniji od bilo koje dosadašnje arhitekture. Kakav god da je omjer PS i VS instrukcija u pojedinoj sceni, G80 se dinamički može prilagoditi mnogo efikasnije iskorištavajući dostupne hardverske resurse.

Particija od 16 SP-ova zajedno s jedinicama za teksturiranje, L1 i L2 cacheom

Kao što se može i naslutiti, podaci nakon ulaska u čip više ne prolaze kroz fiksni cjevovod već kruže u čipu zavisno o tome koliko ih je potrebno obrađivati. Nakon što jedan SP odradi svoj dio posla, vrijednosti se zapisuju na on-chip memoriju te ih potom sljedeći SP koristi kao ulazne podatke. Proces se ponavlja dok se ne izvrše sve potrebne instrukcije, bilo da je riječ o PS, VS ili pak GS operacijama. Upućeniji će u ovakvom pristupu prepoznati ATI-jev GPU R520 gdje je primjenjen sličan koncept threading, ali na manjoj skali s obzirom da ovaj grafički procesor ima manji broj dediciranih PS i VS jedinica.

Usporedni prikaz starog i novog principa rada grafičkog cjevovoda

Kako bi G80 sa svojim brojnim SP-ovima bio dovoljno efikasan pri obradi podataka, NVIDIA je implementirala još jedan feature poznat s ATI-jevih kartica – razdvajanje jedinica za matematiku i teksturiranje. Svrha ovog postupka je maskiranje latencija memorije budući da instrukcije koje čekaju na čitanje ili pisanje iz memorije više nisu zaglavljene u matematičkoj jedinici odnosno u jednom od SP-ova, već se "uspavljuju" odnosno zapisuju u cache. Kada podatak iz memorije postane dostupan, instrukcije se ponovo "bude" i šalju na prvi slobodan SP.

Prikaz rada jedinica za matematiku i teksturiranje na starim i novim GeForceovima

Još jedan feature koji osjetno poboljšava efikasnost i brzinu izršavanja instrukcija je napredno grananje. Upućeniji sigurno znaju kako je baš u dinamičkom grananju R520 odnosno R580 bio osjetno nadmoćniji od bilo koje kartice iz GeForce 7 serije. Razloga za to je u prvom redu granularnost. GeForce 7 je pri grananju ograničen na pakete od 880 piksela dok R520 radi s paketima od 16, a R580 s paketima od 48 piksela. GeForce 8 ide korak dalje te nudi granularnost od 16 (vertex operacije) do 32 piksela (pixel operacije) što novoj NVIDIA-inoj arhitekturi osigurava još jedan as iz rukava kad je riječ o performansama u nadolazećim naslovima.



 « Prev  :  Skoči na  :  Next »  
::  Isprintaj članak  ::  Vaš Komentar  ::  Top 





  Anketa
Moj televizor je?
Klasični CRT
LCD
PC + TV kartica
Plasma
Prijenosnik + TV kartica


  VI&MI
  » Pišite Nam!


  Worldwide
Suradjujemo sa:

ABIT
Albatron
AMD
AOpen
Apacer
ATi
Chaintech
Club3D
Cooler Master
Connect3D
Corsair
EPoX
Gainward
Gigabyte
Hitachi GST
Infineon
Kingmax
Leadtek
nVidia
Sapphire
Silverstone
Soltek
Spire
TerraTec
Western Digital

(c) 1999-2008 :: PC Ekspert Team :: Sva prava pridrzana. ISSN 1334-2940