NVIDIA GeForce GTX TITAN Uses 7.1 Billion Transistor GK110 GPU
Vigile writes "NVIDIA's new GeForce GTX TITAN graphics card is being announced today and is utilizing the GK110 GPU first announced in May of 2012 for HPC and supercomputing markets. The GPU touts computing horsepower at 4.5 TFLOPS provided by the 2,688 single precision cores, 896 double precision cores, a 384-bit memory bus and 6GB of on-board memory doubling the included frame buffer that AMD's Radeon HD 7970 uses. With a make up of 7.1 billion transistors and a 551 mm^2 die size, GK110 is very close to the reticle limit for current lithography technology! The GTX TITAN introduces a new GPU Boost revision based on real-time temperature monitoring and support for monitor refresh rate overclocking that will entice gamers and with a $999 price tag, the card could be one of the best GPGPU options on the market." HotHardware says the card "will easily be the most powerful single-GPU powered graphics card available when it ships, with relatively quiet operation and lower power consumption than the previous generation GeForce GTX 690 dual-GPU card."
All games that have the budget for graphics these days are targeted at console limitations. I can't really see any reason to spend that much on a graphics card, except if you're a game developer yourself.
Hmm. $999 for 4.5 TF/s vs. $399 for 4.3 TF/s from AMD Radeon 7970. Hard to choose.
And here I was, thinking that TI-83 has pretty cool graphics.
Wow. 3x as many transistors as a Core i7 3960X? I guess the days are finally here when you buy your graphics card and then figure out what kind of system to add on to it, rather than the other way around.
"will easily be the most powerful single-GPU powered graphics card available when it ships"
Yep, for the first week or two. I'll stick with my 670 that runs BF3 at max settings with 50+ FPS. Graphics card like the Titan is as useless as Anne Frank's drumset for the typical gamer.
Software (other than games) that can actually benefit from this type of hardware is scarce and expensive. This $1000 card will probably be in the $5 bargain box at the local computer recycle shop before there is any significant software in widespread use that could put it to good use.
I thought that most HPC users needed double-precision maths.
Why, then, would a card aimed at the HPC market have so many single-precision cores alongside the double-precision cores?
Console rez means 1280x720, perhaps less. I know that in theory the PS3 can render at 1080, but in reality basically nothing does. All the games you see out these days are 1280x720, or sometimes even less. The consoles allow for internal resolutions of arbitrary amounts less and then upsample them, and a number of games do that.
Frame rate is also an issue. Most console games are 30fps titles, meaning that's all they target (and sometimes they slow down below that). On a PC, of course, you can aim for 60fps (or more, if you like).
When you combine those, you can want a lot of power. I just moved up to a 2560x1600 monitor, and my GTX 680 is now inadequate. Well ok, maybe that's not the right term, but it isn't overpowered anymore. For some games, like Rift and Skyrim, I can't crank everything up and still maintain a high framerate. I have to choose choppy display, less detail, or a lower rez. If I had the option, I'd rather not.
I believe there are two modern lithography lens manufacturers, one at 32mm x 25mm and the other at 31mm x 26mm, although I'm having trouble seeing publicly available information to confirm that. Either way, 800mm2 is the approximate upper bound of a die size, minus a bit for kerf, which can be very small. Power7 was a bit bigger. Tukwila was nearly 700mm2. Usually chips come in way under this limit and get tiled across the biggest reticle they can. A 6mm x 10mm chip might get tiled 3 across and 4 up, for example.
Seriously man, this isn't a console-fan argument nor is that one you want to have in relation to PC hardware because you'll lose. The point is, most games these days are targeted at 1280x720, or lower, at 30fps. The problem is to target anything higher you trade something off. Want 60fps? Ok, less detail. Want 1080? Ok, less detail. There is just only so many pixels the hardware can push. Crank up the rez, you have to sacrifice things.
Computers can do more than that, but need more hardware to do it. The target on my system is 2560x1600 @ 60fps, with no detail loss. My 680 can't handle that all the time, that's the point.
Let's have a look at some recent non-FPS games:
Darksiders II: 1152x640
Dishonoured : 1280x720
Mass Effect 3: 1280x720
Need For Speed: Most Wanted: 1280x704
Soul Calibur V: 1280x720
Sleeping Dogs: 1152x640
X-Com Enemy Unknown: 1280x720
That's just a selection of games released last year, that aren't FPS's that use 1280x720, or lower, on the PS3.
Most PS3 games don't do 1920x1080. It doesn't have the fillrate, or the VRAM, to deal with that without some serious quality sacrifices so most developers choose less rez for more eye candy.
Remember that the resolution it is outputting at isn't the same as rendering. You can upsample any output you like, hence how a DVD player can output a 1080p signal though the DVD is 720x480 anamorphic.