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Review
May 8, 2006
ATI Radeon X1900 XTX
by John
Reynolds
Introduction
The
graphics market has traditionally seen product refreshes occur
at a fairly static pace. A new architecture upon which a generation
of parts will be based is introduced, generally for the spring
or fall OEM cycle, with a new part that is derivative of the
existing architecture hitting the market just in time for
the following refresh. This schedule, however, is an ideal
market approach that can't always be adhered to or met perfectly,
and in ATI's case was completely blown out of the water last
year with the oft-mentioned delay of their first Shader Model
3.0 graphics chip, the R520. Due last summer, the R520 and
its Radeon 1000 family of parts weren't released until very
late in the year, which forced ATI to considerably shorten
the longevity of certain parts as the company's high-end offerings.
This decision was made since a normal product lifespan for
the Radeon 1800s would've pushed the subsequent refresh uncomfortably
close to the expected release of Windows Vista. And with its
inclusion of DX10, Vista represents a significant inflection
point for the graphics industry that no company would willingly
choose to miss. Thus a few months following the release of
ATI's Radeon 1000 family ATI introduced its refresh chip,
R580, and its board lineup, the Radeon 1900s.
Radeon X1900s - Tripping the ALUs Fantastic
SimHQ's review of the Radeon X1800
XT offered a somewhat in-depth look at the ultra threaded
design of the new architecture. However, we won't discuss
again the details of the architecture here, choosing instead
to focus on what changes or improvements the new Radeon 1900s
hold. But first, a brief glimpse of ATI's new board lineup
is in order. The 1900s come in three flavors of reference
specification, and all being based on the R580 chip. The Radeon
X1800 XT is also listed below to contrast the clock speed
and architecture changes in the new refresh parts.
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X1800 XT
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X1900 AIW
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X1900 XT
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X1900 XTX
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Core speed
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625 MHz
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500 MHz
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625 MHz
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650 MHz
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Memory speed
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750 MHz
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480 MHz
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725 MHz
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775 MHz
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Onboard RAM
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512 MB
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256 MB
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512 MB
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512 MB
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Memory bandwidth
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48 GB/sec
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30.7 GB/sec
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46.4 GB/sec
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49.6 GB/sec
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Pixel Shaders
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16
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48
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48
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48
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Vertex Shaders
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8
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8
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8
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8
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Texture units
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16
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16
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16
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16
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ROP Units
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16
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16
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16
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16
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Transistors
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321m
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384m
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384m
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384m
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Looking
at the above table, we see a strong resemblance to the X1800,
with both chips including eight vertex cores and 16 texture
address and ROP units. The 1900s also retain the major architectural
design features of the Radeon 1000 family, with the dispatch
processor, ring bus memory controller, and decoupled texture
address units all present. The primary architectural difference
between the 1800 and 1900s, however, is in the number of pixel
shader cores, a change that will be discussed at greater length
below. Worth noting is that the 1900 XT has an identical core
speed of 625 MHz to that of the 1800 XT, yet ships with a
slight reduction in memory speed and bandwidth. The 1900 XT
and XTX boards themselves are differentiated by minor clock
speed variances of the graphics chip and onboard memory, with
the XTX replacing the PE (platinum edition) of previous generations.
This SKU name had become somewhat tarnished with an interpretation
of Phantom Edition due to poor availability of these parts
in the past, which may have prompted ATI to rebrand it with
a new designation. The new XTX also initially hit the market
priced substantially higher than the XT board. And while it
is not listed above, there is also a Radeon 1900 Crossfire
'master' board that ships with core and memory speeds identical
to those of the regular 1900 XT.
ATI's decision to triple the number
of pixel shader cores could very well be thought of as the
company's expectation of the requirements to competitively
render future game engines. The pixel shader pipelines or
cores of the 1900s, however, remain identical to the rest
of the Radeon 1000 family, each consisting of two ALUs (arithmetic
logic unit) and a branch execution unit. Each ALU is itself
comprised of a vector and scalar unit, though these units
are not identical in their capabilities between ALUs, a difference
in functionality that has resulted in one ALU being generally
regarded as a 'mini' unit. And the branch execution unit is
capable of handling flow control instructions for improved
branching performance with complex shaders that boast longer
instruction lengths.
So why would ATI decide to triple
the number of shader pipelines with the R580, a change that
has no impact on the chip's overall raster capabilities and
yet increased its transistor count by almost 20%? The means
by which the PC hardware market has traditionally measured
the theoretical performance of graphics chips fill
rate and texturing, both derived by counting pixel pipelines
and texture units indexed with clock speed is becoming
increasingly antiquated. Modern graphics boards have become
quite capable of 'filling' a display device's resolution with
texture-filtered pixels, leaving the shift in graphics performance
measurement to that of analyzing the arithmetic processing
capabilities of a part. Pixel shaders were introduced to the
market with the release of DX8 hardware years ago, enabling
developers to code mathematical operations that began replacing
traditional texturing in the work required to output finished,
rendered pixels. And as subsequent API and hardware generations
have been released these operations have increased in their
capabilities and flexibility. Modern, more graphically-advanced
titles, are suggested to have a math operation to texture
instruction ratio of 5:1 on an average scene within the game.
And this ratio is widely expected to grow as developers continue
increasing the length and complexity of shader instructions
with the arrival of more powerful hardware.

The ATI X1900 Structure
- Click
here for an enlarged
image.
While not a major architectural change
from the 1800s, another area of improvement in the 1900s is
that the texture address units now support a feature known
as Fetch4. This functionality was present in the X1300 and
X1600s, though lacking in the 1800s. Texture address units
are generally designed to read four components consisting
of color data (red, green, blue, and alpha) at one location
within a texture. Yet if the texture at hand has only one
component the unit is wasting a large portion of its theoretical
performance by reading only a single component of data for
that clock cycle. Fetch4 allows the improved texture address
units to potentially avoid this situation by enabling them
to read a single-channel piece of data for four texture locations
at a time. Therefore areas of a rendered scene not comprised
of color data, such as shadows, could see a marked performance
increase. Fetch4, however, requires developer support, though
its implementation purportedly rather simple to include.
One last architectural change to R580
ATI made that deserves a quick mention is that of the size
of the hierarchical Z-buffer cache. The hierarchical Z feature
has existed in modern GPUs for years and allows occluded pixels
to be detected and removed very early in the raster pipeline,
thus saving the graphics chip from the work of rendering hidden
surfaces. To work efficiently, however, the feature requires
an on-chip cache and ATI has increased the 1900's Z-buffer
cache by 50% over that found in the 1800s; since the space
requirement within the cache grows with higher resolutions,
this cache increase was undoubtedly included to help performance
at higher resolutions.
The Radeon X1900 XTX had a MSRP
of $650 at launch, $100 more than the XT, though as of late
April its real-world price has trickled down much closer to
that of the XT. Worth noting for the overclocking crowd is
that despite the relatively minor clock speed differences
between the XT and XTX boards, the latter ships with Samsung's
1.1ns memory modules rather than the 1.2ns memory found on
the XT boards; whether or not this justifies the added cost
of the XTX is up to the individual. The X1800 XT can now be
found in the mid-$300 range, so we'll see whether or not the
X1900 XTX merits the 50% cost increase.
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