Exophase said:
It just strikes me as two completely different things. You talked a lot about ALU strength, and I'm saying that where ALU matters it's preferable to have faster lowp (like USSE1x2 vs Z430's shader does) vs faster highp. I'm pretty skeptical about what you're saying, that fragment workload is dominated by the TMU - it would seem to me that for any reasonable per pixel lighting you will easily have a scenario with more than 2:1 ALU to TMU.. and you're saying that the ratio is actually less than that.
well, i was not talking about per-pixel lighting. when i said 'current handheld games', i assumed the average title found on apple's app store, etc. did you mean actually per-pixel lighting when you originally mentioned the vertex/fragment ALU disparity? if so, you might be getting dangerously close to 'normal games' waters ; )
anyhow, back to the ALU subject. your position is that sgx's ALU park of 2x (4-way lowp vector / 2-way midp / 1 scalar highp) is fundamentally better model for the medium, than z430's 2x 4-way + scalar highp. i say sgx's model is clearly more power-envelope-conscious, while also more oriented towards the current-gen of handheld titles (i.e. more emphasis on lowp ALU fragment work), but it's not 'fundamentally better', not in the long run, not at varying power budgets, etc. it may allow for smaller transistor budgets for the register files / larger register files (ironically, not the per-thread case on the 53x, but i think that was a conscious trade-off they made at some point to allow more threads in flight), but it comes with its own prices tag, like the need for a comprehensive set of type-convertion ops to service all those formats (and their frequent application), a clear performance disadvantage at anything that cannot get away with lowp (normals may or may not fit into lowp, depending on what you intend to do with them afterwards), and generally is a more case-constrained approach than a homogeneous, sufficiently-wide vector ALU as found in the z430 (i.e. of throughput 2 vector ops).
Missed the point, 128KB SRAM is the tile memory, not resolve target. You were the one claiming that the depth/stencil format would be the same as SGX here, ie 32-bit floating point depth internally. Lacking specific reference to Z430 having this capability I'm going to remain in doubt. Its tile memory is better optimized for the packed format directly.
indeed, i missed it. if that was your original point, then yes - most likely z430 and sgx differ there. after all that high-precision depth in the sgx is a transient format that never gets exposed to the user. the moment you need it for your purposes, it becomes same ol packed format. so, to backthread to the original argument then, i doubt sgx offers anything more than 8 bit stencil internally, so z430 is good there.
SGX535 != SGX530. With all of your emphasis on TMUs I'm surprised you can consider this. When talking about the future of handheld gaming I don't really see the need to emphasize hardware with only 1 TMU. SGX535 is current, SGX530 and Z430 are at least becoming obsolete.
my emphasis on TMU was again in the context of 'current crop of handheld games'. TMU advantage nonwithstanding, 535 offers the exact same programming model as the 530. if some shader had issues fitting into 530's programming model, it would continue to have the same on the 535. otherwise if i really wanted to emphasize z430's advantage in the TMU department over the 530 i'd have delved into a point-by-point TMU comparison. yes, z430 has the better TMU, but let's just leave it at that.
Tech pacing in the handheld world is getting much more aggressive. People are now by and large willing to accept substantial new smart phone updates every year from the same vendor. If you compare rate of improvement and adoption five years ago you'll see a marked difference now. You can probably partially blame Apple for this. I think OMAP4 and contemporaries will be adopted much more quickly than OMAP3 was, although the Tegra 2 delays are off-putting. You can actually buy an OMAP4 device right now, but that's pretty moot and probably not up for consideration ;p
hmm. by an omap4 device you don't mean the evaluation kit, do you? : )