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 Radeon X1300 Pro - X1600 XT & X1800 XL/XT

 By: Hilbert Hagedoorn | Edited by  | Published: October 4, 2005  

   

Right, let me place some numbers for you in a chart so that you can have an idea in a more easy to comprehend where exactly what product at what price versus what specification. Goodness, what a line.

 

Radeon card

Pixel Shader Units

Vertex Shader
Units

Texture Units

Max Threads

Core Frequency

Memory Frequency

Memory

Price in USD

Available

X1800 XT

16

8

16

512

625

1.5 GHz

256/512 gDDR3

499 / 549

11/5

X1800 XL

16

8

16

512

500

1.0 GHz

256 MB gDDR3

449

Now

X1600 XT

12

5

4

128

590

1.38 GHz

128 / 256 MB

199 / 249

11/30

X1600 PRO

12

5

4

128

500

780 MHz

128 / 256 MB

149 / 199

11/30

X1300 PRO

4

2

4

128

600

800 MHz

256 MB

149

Now

X1300

4

2

4

128

450

500 MHz

128 / 256 MB

99 / 129

Now

X1300 Hypermemory

 

 

 

 

450

1 GHz

32 / 128 MB

79

Now

 
Biggest bummer seems to be that not all products will be available today, a couple of more weeks people.
 
Anyway, ATI actually has organized its shader units in quads, which means four quad pixel shaders units. It entails that four Pixel Shader cores can process four pixels each and thus 16 pixels per clock cycle. RV530, the Radeon X1600 has three Pixel Shader cores each, processing four pixels and thus has 12 pipelines. The Radeon X1300 has one Pixel Shader unit and thus has four pipelines.

Copyright 2005 - Guru3D.com

Upper Left the X1600 XT, upper right the X1800 XT - Lower left the X1300 Pro and to the lower right the X1800 XL


The Lord of the Ring - the new ring bus memory controller

Beside the big internal architectural overhaul throughout the chip design, one of the biggest and most impressive changes in the R520 simply has to be the new memory controller. It seriously is a piece of art if you study closer. Once we got the specs presented to us I immediately had to think about the Creative Labs X-Fi, which we recently reviewed. Both products are of course completey different and have, well not very much in common except one thing, an internal ring bus design. Included onto the R520 is a new memory controller that works on a very advanced manner. 

I'll try to explain it in a very simple manner because the controller is so advanced you can easily get confused. Take for example a car, which in our case is a memory client request to the memory controller. Look at this entire procedure as a traffic, normally you have to deal with congestion at a certain point where it's busy at that crossing right ? If enough cars keep coming in you'll get congestion. What do you do with such traffic congestion/traffic jam? Yes indeed, everywhere in the world we build multi-lane traffic circles and insert traffic lights at the beginning crossings to prioritize and streamline traffic into the right direction.

Now think of the car (client data request) as traffic being sent to the ordinary crossing and in the new situation the traffic circle with traffic lights. Yes this is in laymen terms the way the new controller functions. Huge flows of data traffic are no longer launched towards the memory controllers where it's jammed up, it's now sorted based on priorty flag (at the proverbial traffic lights) and then send into the right direction over the traffic circle. If we color coded 4 data packets green, yellow , blue and orange then each color will have a certain priority, you tag the data request. If red is the color has the most priority it'll be prioritized and send to the most memory unit connected to the controller. If a 'ornage' data packet has less priority it would be managed in a slower stage. What the result of this in very laymen terms explained the new ringbus memory controller. It's way more dynamic in the manner it can handle its memory packets. The end result, a more efficient memory controller that will utilize available bandwidth to the maximum. And memory bandwidth is one of the biggest limitations in the graphics industry so a lot can be won here.

Copyright 2005 - Guru3D.com
The new ringbus memory controller

Another good thing to know is that the new memory controller can handle any kind of DDR memory, whether that is DDR1 or gDDR3 it will handle it fine. Next to that, and less important for you though, it should be very future proof as it's gDDR4 ready and probably can even work with gDDR5 which is in early design stages already. It has been built with that in mind. It can handle extremely high clocks, it's very dynamic and very efficient according to the theory. The design in all honesty looks like a classy piece of art. Of course the raw performance and effect on overall framerate will in the end have the final say.





 

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Copyright (c) 1997-2008 Hilbert Hagedoorn, All Rights Reserved. Webdesign by Mohsin Ali - Legal disclaimer/notice
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