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Search: Posts Made By: Andrew Lauritzen
Forum: 3D Hardware, Software & Output Devices 15-May-2013, 01:13
Replies: 28
Views: 1,124
Posted By Andrew Lauritzen
I told you already, because FCAT basically just...

I told you already, because FCAT basically just measures frame metering by penalizing "race to display" style AFR implementations like what AMD is using currently (but as far as I know, will ship a...
Forum: 3D Hardware, Software & Output Devices 14-May-2013, 21:43
Replies: 28
Views: 1,124
Posted By Andrew Lauritzen
It's similar to dual-graphics for SSAA - i.e. at...

It's similar to dual-graphics for SSAA - i.e. at least it works and provides some benefit all of the time, but it's a very brute force way to do it. i.e. you don't need 2x the power to render a...
Forum: 3D Hardware, Software & Output Devices 14-May-2013, 18:22
Replies: 28
Views: 1,124
Posted By Andrew Lauritzen
Yep, and I even think you're giving it too much...

Yep, and I even think you're giving it too much credit in its current incarnation. It's a review gimmick to capitalize on the halo effect, not a serious solution.
Forum: 3D Hardware, Software & Output Devices 14-May-2013, 17:37
Replies: 28
Views: 1,124
Posted By Andrew Lauritzen
Because FCAT is basically just measuring frame...

Because FCAT is basically just measuring frame metering, which is something that NVIDIA is doing now and AMD is not (yet). How much you care about it - or multi-GPU/alternate frame rendering - is...
Forum: 3D & Semiconductor Industry 05-May-2013, 07:35
Replies: 698
Views: 87,594
Posted By Andrew Lauritzen
Steam handles integrated/dGPU stuff properly...

Steam handles integrated/dGPU stuff properly (they obviously are aware of this); otherwise you'd see a hell of a lot more integrated on there :)
Forum: 3D Technology & Algorithms 03-May-2013, 21:05
Replies: 53
Views: 1,532
Posted By Andrew Lauritzen
Nice web site and numbers! Now we just need to...

Nice web site and numbers! Now we just need to get prunedtree's BC7 compressor released :)
Forum: 3D Technology & Algorithms 02-May-2013, 05:36
Replies: 53
Views: 1,532
Posted By Andrew Lauritzen
Publicly that's probably one of the better ones,...

Publicly that's probably one of the better ones, but as you note, very brute force and slow. BC7 has a number of different compression modes that can be picked per-tile, so depending on how the...
Forum: 3D Technology & Algorithms 02-May-2013, 00:04
Replies: 53
Views: 1,532
Posted By Andrew Lauritzen
Which BC7 compressor were you using? I ask...

Which BC7 compressor were you using? I ask because the ones available publicly right now are mostly pretty terrible. I would expect BC7 to do at least as well as ASTC at similar bit-rates. Of course...
Forum: 3D Architectures & Chips 30-Apr-2013, 20:50
Replies: 806
Views: 127,621
Posted By Andrew Lauritzen
The "flops" numbers in the CL benchmark don't...

The "flops" numbers in the CL benchmark don't make sense to me...
Forum: 3D Technology & Algorithms 27-Apr-2013, 19:04
Replies: 53
Views: 1,532
Posted By Andrew Lauritzen
It's better at low bit rates, but BC7 is similar...

It's better at low bit rates, but BC7 is similar at 8bpp (RGB/RGBA) - i.e. very high quality. It'll be good to have both available in the long run of course.
Forum: 3D Technology & Algorithms 19-Apr-2013, 18:26
Replies: 79
Views: 13,370
Posted By Andrew Lauritzen
Maybe for a discrete GPU, but I don't see a...

Maybe for a discrete GPU, but I don't see a problem on integrated where it's using the same memory hierarchy anyways... both AMD and Intel are going this direction.

How much effort to throw at...
Forum: Hardware & Software Talk 12-Apr-2013, 00:56
Replies: 42
Views: 999
Posted By Andrew Lauritzen
... because it's now a core part of the Windows...

... because it's now a core part of the Windows SDK (didn't they clarify that several times after the initial blowup?).

No one is claiming things have not slowed in recently years with DirectX...
Forum: 3D Technology & Algorithms 12-Apr-2013, 00:19
Replies: 79
Views: 13,370
Posted By Andrew Lauritzen
His comments, and even the use of the term "DX12"...

His comments, and even the use of the term "DX12" demonstrate to me a lack of connection/clue in this case. I wouldn't put much stock into anything he says on the topic...
Forum: Hardware & Software Talk 11-Apr-2013, 19:33
Replies: 42
Views: 999
Posted By Andrew Lauritzen
Right, introducing a new (often complementary)...

Right, introducing a new (often complementary) market is not the same as "losing" market share in the established one.
Forum: Hardware & Software Talk 11-Apr-2013, 19:13
Replies: 42
Views: 999
Posted By Andrew Lauritzen
Open source world, ha; we have the most closed...

Open source world, ha; we have the most closed platforms ever. Sadly Microsoft used to be one of the least closed ones, but are chasing the wrong direction IMHO. Soon enough consumers will wake up...
Forum: Console Technology 10-Apr-2013, 18:07
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Sure, I'm just pointing out that the overhead...

Sure, I'm just pointing out that the overhead depends on what state has changed between the draw call (and to some extent the total number of resources referenced by a command buffer), so I don't...
Forum: Console Technology 09-Apr-2013, 22:35
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Haha yeah, don't we all ;)

Haha yeah, don't we all ;)
Forum: Console Technology 09-Apr-2013, 22:25
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Meh, direct state access on GL makes a really old...

Meh, direct state access on GL makes a really old API somewhat less ancient and crazy. The pointer-based state on DX is efficient enough.

The big overhead is just with all the resource stuff that...
Forum: Console Technology 09-Apr-2013, 22:04
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Yeah, that's called cherry picking to support an...

Yeah, that's called cherry picking to support an agenda, which is all you've been doing in this thread. You're not trying to learn, you're trying to collect a comfortable little collection of quotes...
Forum: Console Technology 08-Apr-2013, 23:04
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Yes, but it's not as much as some people are...

Yes, but it's not as much as some people are making it out to be, and it's hardly a big issue. Frankly some of the best looking games these days can do it in a few thousand draw calls... you simply...
Forum: Console Technology 06-Apr-2013, 19:44
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Depends where the bottlenecks are. If you're...

Depends where the bottlenecks are. If you're entirely pixel-limited (even at 1080p60) then sure, it's pretty linear. However increasing resolution doesn't increase vertex or CPU work (typically,...
Forum: Console Technology 06-Apr-2013, 01:38
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Yeah I think a lot of people miss the fact that...

Yeah I think a lot of people miss the fact that there's likely to be more FLOPS on consumer CPUs than whatever "low-latency" GPGPU solution is available on consoles, especially if the rumors about it...
Forum: 3D Architectures & Chips 05-Apr-2013, 17:37
Replies: 806
Views: 127,621
Posted By Andrew Lauritzen
Yeah I dunno, stuff obviously does get bug-fixed...

Yeah I dunno, stuff obviously does get bug-fixed further back than the active development, but I'm not surprised that pre-sandy-bridge stuff is/was dropped off more quickly (SB was kind of a turning...
Forum: Console Technology 05-Apr-2013, 08:02
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
No, it's because TressFX rendering is obnoxiously...

No, it's because TressFX rendering is obnoxiously brute force. It'd run just as poorly (if not more) on a console. The compute part of it is fairly cheap and done all together at the start of the...
Forum: Console Technology 05-Apr-2013, 03:51
Replies: 540
Views: 51,206
Posted By Andrew Lauritzen
Sure, I didn't mean to imply that we need fully...

Sure, I didn't mean to imply that we need fully dynamic GI for something to look good. I was just using that as an example of the fact that a very "directed" experience will always look better than...
Showing results 1 to 25 of 500

 
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