AMD's RV770 vs. NVIDIA's GT200: Which one is More Efficient?

It is one thing to be able to sustain high levels of performance and altogether another to do it efficiently. AMD's architecture is clearly the more area efficient compared to NVIDIA.

Alright now, don't start yelling that RV770 is manufactured at 55nm while GT200 is a 65nm part: we're taking that into account. The die size of GT200 is 576mm^2, but if we look at scaling the core down to 55nm, we would end up with a 412mm^2 part with perfect scaling. This is being incredibly generous though, as we understand that TSMC's 55nm half-node process scales down die size much less efficiently one would expect. But lets go with this and give NVIDIA the benefit of the doubt.

First we'll look at area efficiency in terms of peak theoretical performance using GFLOPS/mm^2 (performance per area). Remember, these are just ratios of design and performance aspects; please don't ask me what an (operation / (s * mm * mm)) really is :)

  Normalized Die Size GFLOPS GFLOPS/mm^2
AMD RV770 260 mm^2 1200 4.62
NVIDIA GT200 412 mm^2 933 2.26

 

This shows us that NVIDIA's architecture requires more than 2x the die area of AMD's in order to achieve the same level of peak theoretical performance. Of course theoretical performance doesn't mean everything, especially in light of our previous discussion on extracting parallelism. So let's take a look at real performance per area and see what we get in terms of some of our benchmarks, specifically Bioshock, Crysis, and Oblivion. We chose these titles because relative performance of RV770 is best compared to GT200 in Bioshock and worst in Oblivion (RV770 actually leads the GT200 in bioshock performance while the GT200 crushes RV770 in Oblivion). We included Crysis because it's engine is quite a popular and stressful benchmark that falls somewhere near the middle of the range in performance difference between RV770 and GT200 in the tests we looked at.

These numbers look at performance per cm^2 (because the numbers look prettier when multiplied by 100). Again, this doesn't really show something that is a thing -- it's just a ratio we can use to compare the architectures.

Performance per Die Area Normalized Die Size in cm^2 Bioshock Crysis Oblivion
AMD RV770 2.6 27 fps/cm^2 11.42 fps/cm^2 10.23 fps/cm^2
NVIDIA GT200 4.12 15.51 fps/cm^2 8.33 fps/cm^2 8.93 fps/cm^2

 

While it doesn't tell the whole story, it's clear that AMD does have higher area efficiency relative to the performance they are able attain. Please note that comparing these numbers directly doesn't yield anything that can be easily explained (the percent difference in frames per second per millimeter per millimeter doesn't really make much sense as a concept), which is part of why these numbers aren't in a graph but are in a table. So while higher numbers show that AMD is more area efficient, this data really doesn't show how much of an advantage AMD really has. Especially since we are normalizing sizes and looking at game performance rather than microbenches.

Some of this efficiency may come from architectural design, while some may stem from time spent optimizing the layout. AMD said that some time was spent doing area optimization on their hardware, and that this is part of the reason they could get more than double the SPs in there without more than doubling the transistor count or building a ridiculously huge die. We could try to look at transistor density, but transistor counts from AMD and NVIDIA are both just estimates that are likely done very differently and it might not reflect anything useful.

We can talk about another kind of efficiency though. Power efficiency. This is becoming more important as power costs rise, as computers become more power hungry, and as there is a global push towards conservation. The proper way to look at power efficiency is to look at the amount of energy it takes to render a frame. This is a particularly easy concept to grasp unlike the previous monstrosities. It turns out that this isn't a tough thing to calculate.

To get this data we recorded both frame rate and watts for a benchmark run. Then we look at average frame rate (frames per second) and average watts (joules per second). We can then divide average watts by average frame rate and we end up with: average joules / frames. This is exactly what we need to see energy per frame for a given benchmark. And here's a look at Bioshock, Crysis and Oblivion.

Average energy per frame Bioshock Crysis Oblivion
AMD RV770 4.45 J/frame 10.33 J/frame 11.07 J/frame
NVIDIA GT200 5.37 J/frame 9.99 J/frame 9.57 J/frame

 

This is where things get interesting. AMD and NVIDIA trade off on power efficiency when it comes to the tests we showed here. Under Bioshock RV770 requires less energy to render a frame on average in our benchmark. The opposite is true for Oblivion, and NVIDIA does lead in terms of power efficiency under Crysis. Yes, RV770 uses less power to achieve it's lower performance in Crysis and Oblivion, but for the power you use NVIDIA gives you more. But RV770 leads GT200 in performance under Bioshock while drawing less power, which is quite telling about the potential of RV770.

The fact that this small subset of tests shows the potential of both architectures to have a performance per watt advantage under different circumstances means that as time goes on and games come out, optimizing for both architectures will be very important. Bioshock shows that we can achieve great performance per watt (and performance for that matter) on both platforms. The fact that Crysis is both forward looking in terms of graphics features and shows power efficiency less divergent than Bioshock and Oblivion is a good sign for (but not a guarantee of) consistent performance and power efficiency.

A Quick Primer on ILP and ILP vs. TLP Extraction Wrapping Up the Architecture and Efficiency Discussion
Comments Locked

215 Comments

View All Comments

  • BusterGoode - Sunday, June 29, 2008 - link

    Thanks, great article by the way Anandtech is my first stop for reviews.
  • jay401 - Wednesday, June 25, 2008 - link

    Good but I just wish AMD would give it a full 512-bit memory bus bandwidth. Tired of 256-bit. It's so dated and it shows in the overall bandwidth compared to NVidia's cards with 512-bit bus widths. All that fancy GDDR4/5 and it doesn't actually shoot them way ahead of NVidia's cards in memory bandwidth because they halve the bus width by going with 256-bit instead of 512-bit. When they offer 512-bit the cards will REALLY shine.
  • Spoelie - Thursday, June 26, 2008 - link

    Except that when R600 had a 512bit bus, it didn't show any advantage over RV670 with a 256bit bus. And that was with GDDR3 vs GDDR3, not GDDR5 like in RV770 case.
  • JarredWalton - Thursday, June 26, 2008 - link

    R600 was 512-bit ring bus with 256-bit memory interface (four 64-bit interfaces). http://www.anandtech.com/showdoc.aspx?i=2552&p...">Read about it here for a refresh. Besides being more costly to implement, it used a lot of power and didn't actually end up providing provably better performance. I think it was an interesting approach that turned out to be less than perfect... just like NetBurst was an interesting design that turned out to have serious power limitations.
  • Spoelie - Thursday, June 26, 2008 - link

    Except that it was not, that was R520 ;) and R580 is the X19x0 series. That second one proved to be the superior solution over time.

    R600 is the x2900xt, and it had a 1024bit ring bus with 512bit memory interface.
  • DerekWilson - Sunday, June 29, 2008 - link

    yeah, r600 was 512-bit

    http://www.anandtech.com/showdoc.aspx?i=2988&p...">http://www.anandtech.com/showdoc.aspx?i=2988&p...

    looking at external bus width is an interesting challenge ... and gddr5 makes things a little more crazy in that clock speed and bus width can be so low with such high data rates ...

    but the 4870 does have 16 memory modules on it ... so that's a bit of a barrier to higher bit width busses ...
  • JarredWalton - Wednesday, June 25, 2008 - link

    I'd argue that the 512-bit memory interface on NVIDIA's cards is at least partly to blame for their high pricing. All things being equal, a 512-bit interface costs a lot more to implement than a 256-bit interface. GDDR5 at 900MHz is effectively the same as GDDR3 at 1800MHz... except no one is able to make 1800MHz GDDR3. Latencies might favor one or the other solution, but latencies are usually covered by caching and other design decisions in the GPU world.
  • geok1ng - Wednesday, June 25, 2008 - link

    The tests showed what i feared: my 8800GT is getting old to pump my Apple at 2560x1600 even without AA! But the tests also showed that the 512MB of DDR5 on the 4870 justifies the higher price tag over the 4850, something that the 3870/3850 pair failed to demonstrate. It remains the question: will 1GB of DDR5 detrone NVIDIA and rule the 30 inches realm of single GPU solutions?
  • IKeelU - Wednesday, June 25, 2008 - link

    "It is as if AMD and NVIDIA just started pulling out hardware and throwing it at eachother"

    This makes me crack up...I just imagine two bruised and sweaty middle-aged CEO's flinging PCBs at each other, like children in a snowball fight.
  • Thorsson - Wednesday, June 25, 2008 - link

    The heat is worrying. I'd like to see how aftermarket coolers work with a 4870.

Log in

Don't have an account? Sign up now