Zappykins said:
I thought they were 4 way shaders, not 5 way? Thus only 192? Although, that could explain another spec number that was coming out to 240. Thanks for explaining how they count shaders differently. It is a little sneaky of AMD, but I understand why they did it. And it is actually more clear. I knew it couldn't be right (as much as it would have been cool) if the WiiU GPU was ten times more powerful than the X360. |
http://en.wikipedia.org/wiki/Xenos_%28graphics_chip%29
"On the chip, the shader units are organized in three SIMD groups with 16 processors per group, for a total of 48 processors. Each of these processors is composed of a 5-wide vector unit (total 5 FP32 ALUs) that can serially execute up to two instructions per cycle (a multiply and an addition). Thus each of the 48 processors can perform 10 floating-point ops per cycle. All processor in a SIMD group execute the same instruction, so in total up to three instruction threads can be simultaneously under execution."
ATI used 5 way-VLIW units. They used XYZWT (X Y Z W being operations on the 4 color values, so they need simpler units, T being transcendental instructions as sin(x) or arctan(x), "harder" to execute so they use beefier units) up to the 6xxx series and the newer APUs, where they changed to 4 way (XYZW simpler units, using all four to calculate the transcendental operations) and then to "scalar" units on GCN (7xxx series)
ATI said they used to have approximatelly a 3.8 ocupation on the 5-way units, so most of the time one of the units was idle, that's why they changed to the 4-way units. Then they changed to the scalar units due to the GPGPU programming easiness that this type of architecture provides.







