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

  • DerekWilson - Wednesday, June 25, 2008 - link

    it looks like the witcher hits an artificial 72fps barrier ... not sure why as we are running 60hz displays, but that's our best guess. vsync is disabled, so it is likely a software issue.
  • JarredWalton - Wednesday, June 25, 2008 - link

    Again, try faster CPUs to verify whether you are game limited or if there is a different bottleneck. The Witcher has a lot of stuff going on graphically that might limit frame rates to 70-75 FPS without a 4GHz Core 2 Duo/Quad chip.
  • chizow - Wednesday, June 25, 2008 - link

    It looks like there seems to be a lot of this going on in the high-end, with GT200, multi-GPU and even RV770 chips hitting FPS caps. In some titles, are you guys using Vsync? I saw Assassin's Creed was frame capped, is there a way to remove the cap like there is with UE3.0 games? It just seems like a lot of the results are very flat as you move across resolutions, even at higher resolutions like 16x10 and 19x12.

    Another thing I noticed was that multi-GPU seems to avoid some of this frame capping but the single-GPUs all still hit a wall around the same FPS.

    Anyways, 4870 looks to be a great part, wondering if there will be a 1GB variant and if it will have any impact on performance.
  • DerekWilson - Wednesday, June 25, 2008 - link

    the only test i know where the multi-gpu cards get past a frame limit is oblivion.

    we always run with vsync disabled in games.

    we tend not to try forcing it off in the driver as interestingly that decrease performance in situations where it isn't needed.

    we do force off where we can, but assassins creed is limiting the frame rate in absentia of vsync.

    not sure about higher memory variants ... gddr5 is still pretty new, and density might not be high enough to hit that. The 4870 does have 16 memory chips on it for its 256-bit memory bus, so space might be an issue too ...
  • JarredWalton - Wednesday, June 25, 2008 - link

    Um, Derek... http://www.anandtech.com/video/showdoc.aspx?i=3320...">I think you're CPU/platform limited in Assassin's Creed. You'll certainly need something faster than 3.2GHz to get much above 63FPS in my experience. Try overclocking to 4.0GHz and see what happens.
  • weevil - Wednesday, June 25, 2008 - link

    I didnt see the heat or noise benchmarks?
  • gwynethgh - Wednesday, June 25, 2008 - link

    No info from Anandtech on heat or noise. The info on the 4870 is most needed as most reviews indicate the 4850 with the single slot design/cooler runs very hot. Does the two slot design pay off in better cooling, is it quiet?
  • DerekWilson - Wednesday, June 25, 2008 - link

    a quick not really well controlled tests shows the 4850 and 4870 to be on par in terms of heat ... but i can't really go more into it right now.

    the thing is quiet under normal operation but it spins up to a fairly decent level at about 84 degrees. at full speed (which can be heard when the system powers up or under ungodly load and ambient heat conditions) it sounds insanely loud.
  • legoman666 - Wednesday, June 25, 2008 - link

    I don't see the AA comparisons. There is no info on the heat or noise either.
  • DerekWilson - Wednesday, June 25, 2008 - link

    the aa comparison page had a problem with nested quotes in some cases in combination with some google ads on firefox (though it worked in safari ie and opera) ...

    this has been fixed ...

    for heat and noise our commentary is up, but we don't have any quantitative data here ... we just had so much else to pack into the review that we didn't quite get testing done here.

Log in

Don't have an account? Sign up now