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Where would you say in 3d worlds memory brandwith becomes more decisive (besides AA for instance)?
JHoxley
04-Mar-2006, 22:42
Where would you say in 3d worlds memory brandwith becomes more decisive (besides AA for instance)?You can't really answer that without a lot more context.
Typically you'll get 3 potential bandwidth bottlenecks:
1. Texture fetching: Where a pixel shader is pulling lots of samples from either lots of different textures, or from the same texture.
2. Output writing: Where there is lots of reading/writing from the frame buffer (e.g. lots of alpha blending)
3. Geometry: Much rarer in my experience, but you can get the transform unit stalling when waiting to fetch more vertices/triangles.
Jack
The most major consumer of bandwidth is usually the Z-buffer, although the colour buffer can generate more traffic if blending is on, Z compression is good and the Z ordering is poor.
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