A proč je třeba, aby R600 měla zrovna ve fire-testu víc? Zvlášť pokud jde o typ shaderu. který se v reálných hrách prakticky nevyužívá:

Citace Původně odeslal Ryszard Sommefeldt, Beyond 3D
There's a weighting function (8 clocks on R600 I think) which does a bunch of dependent scalar MUL/ADD/MADD, and a gradient calculation (16 clocks on R600, MULs + transcendentals), run 32 times each to generate the shader's noise, which then feeds a small loop over scalar floats to accumulate.
Citace Původně odeslal Scott Wasson, The TechReport
Dependant Scalar Instructions — Basically this test issues a bunch of scalar MAD instructions that are sequentially executed. This way only one out of 5 slot of the super-scalar instruction could be utilized. This is absolutely the worst case that would rarely be seen in the real-world shaders.