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Search: Posts Made By: Andrew Lauritzen
Forum: Handheld Technology 20-Oct-2014, 06:06
Replies: 37
Views: 2,920
Posted By Andrew Lauritzen
If they are just taking a PSNR of the image, I...

If they are just taking a PSNR of the image, I imagine stuff like texture filtering is going to have as large an effect (if not more) than ALU precision... and there's a huge variety of...
Forum: 3D Hardware, Software & Output Devices 23-Sep-2014, 22:39
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
It's a big issue, but I'm not really sure how to...

It's a big issue, but I'm not really sure how to fix it. I think ultimately games will just have to stand on their own, but how we remove the need for IHVs and OSVs to "market" new APIs is not clear....
Forum: 3D Hardware, Software & Output Devices 22-Sep-2014, 20:27
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
Yeah, totally agreed on all points there. I...

Yeah, totally agreed on all points there. I question the thinking behind that entire extension (and path rendering but that's another discussion - albeit very relevant to the "what is a GPU feature"...
Forum: 3D Hardware, Software & Output Devices 22-Sep-2014, 18:33
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
Not sure I agree with this logic... the new...

Not sure I agree with this logic... the new binding models works on Haswell which does not support "bindless resources" as they are defined in OpenGL for instance. Also what about cases where the new...
Forum: 3D Hardware, Software & Output Devices 20-Sep-2014, 22:31
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
Right but that's my point - what is a "GPU...

Right but that's my point - what is a "GPU feature" isn't even fully well-defined. Ex. is the new binding model a CPU or GPU feature (or both)? As far as developers are concerned, it really doesn't...
Forum: 3D Hardware, Software & Output Devices 20-Sep-2014, 22:29
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
Totally agreed, but as I mentioned above I think...

Totally agreed, but as I mentioned above I think this even pre-dates the new, more open efforts. Game devs mostly understand API vs. feature level at this point (but didn't in the early ~DX11...
Forum: 3D Hardware, Software & Output Devices 19-Sep-2014, 22:12
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
I don't think Microsoft has really said either...

I don't think Microsoft has really said either way on that (Max, feel free to jump in :)).

But you'll have to be a bit more specific on what you mean by "features" - arguably the low-overhead API...
Forum: 3D Hardware, Software & Output Devices 19-Sep-2014, 21:21
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
To expand on the above link, in Direct3D the API...

To expand on the above link, in Direct3D the API and the hardware feature level are *separate* concepts, and have been since DirectX 11. You can write code for feature level 9 hardware using the...
Forum: 3D Architectures & Chips 19-Sep-2014, 06:27
Replies: 53
Views: 8,513
Posted By Andrew Lauritzen
Incidentally, Maxwell just announced that they...

Incidentally, Maxwell just announced that they support it now too (raster ordered views) :) Awesome that the industry is adopting such a useful feature.
Forum: 3D Hardware, Software & Output Devices 19-Sep-2014, 05:37
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
Cool stuff Max, thanks for the links and hope you...

Cool stuff Max, thanks for the links and hope you had good trips :)
Forum: 3D Architectures & Chips 12-Sep-2014, 17:46
Replies: 53
Views: 8,513
Posted By Andrew Lauritzen
Remember, API and hardware feature level are...

Remember, API and hardware feature level are separate things in DirectX. I actually disagree with them being named so similarly... it would be better if feature levels were A,B,C or something :) The...
Forum: 3D Hardware, Software & Output Devices 11-Sep-2014, 19:40
Replies: 59
Views: 8,806
Posted By Andrew Lauritzen
Sure, but I think Tim's point is that C++ is...

Sure, but I think Tim's point is that C++ is actually the path to Khronos doing *less* language/compiler/work in this space vs. GLSL or similar and I'm inclined to believe him given his experience on...
Forum: 3D Hardware, Software & Output Devices 10-Sep-2014, 17:33
Replies: 59
Views: 8,806
Posted By Andrew Lauritzen
I take it you haven't looked at Metal? The things...

I take it you haven't looked at Metal? The things you note are easily resolved there. See for instance:...
Forum: 3D Architectures & Chips 10-Sep-2014, 17:27
Replies: 53
Views: 8,513
Posted By Andrew Lauritzen
... huh? Right so LLC/eLLC sharing...

... huh?


Right so LLC/eLLC sharing already happens in current parts (GPU page tables map to same physical pages as the CPU, etc), but BDW adds hardware to support shared virtual memory - i.e....
Forum: 3D Beginner's Questions 10-Sep-2014, 01:44
Replies: 26
Views: 2,701
Posted By Andrew Lauritzen
"GK"? I'm not sure what you mean by that but...

"GK"? I'm not sure what you mean by that but fixed point math doesn't really require special hardware. Regular integer stuff is sufficient.


I can't speak for whatever it was doing in '99, but...
Forum: 3D Hardware, Software & Output Devices 05-Sep-2014, 01:37
Replies: 59
Views: 8,806
Posted By Andrew Lauritzen
But I think Tim is saying that is part of the...

But I think Tim is saying that is part of the misconception about ILs. Having an IL is not required for that to be realized as SPARK, and all the other compilers that target HLSL/GLSL (and stuff like...
Forum: Console Technology 04-Sep-2014, 00:13
Replies: 131
Views: 16,371
Posted By Andrew Lauritzen
That statement doesn't make any sense. And yeah,...

That statement doesn't make any sense. And yeah, if it's "black box" and you don't understand the computational efficiency that is being gained, fine. But if you want to actually understand it, you...
Forum: Console Technology 03-Sep-2014, 23:39
Replies: 131
Views: 16,371
Posted By Andrew Lauritzen
This has nothing to do with the particle...

This has nothing to do with the particle simulation and everything to do with the fill rate... And you can address that with tiled rendering (in compute or otherwise) but async has nothing to do with...
Forum: Console Technology 03-Sep-2014, 23:28
Replies: 131
Views: 16,371
Posted By Andrew Lauritzen
Yeah, no... you're digging yourself deeper here....

Yeah, no... you're digging yourself deeper here. I think your understanding is actually wrong. It is completely possible for a "graphics only" workload to use the entire throughput of the GPU. Adding...
Forum: 3D Hardware, Software & Output Devices 02-Sep-2014, 19:36
Replies: 59
Views: 8,806
Posted By Andrew Lauritzen
Just a few quick notes... as this is meant to be...

Just a few quick notes... as this is meant to be more of an industry discussion than some topics I will be moderating this thread a bit more aggressively than usual to keep it focused.
...
Forum: Console Technology 27-Aug-2014, 16:44
Replies: 659
Views: 97,136
Posted By Andrew Lauritzen
Sure I'm not saying it would be trivial to do in...

Sure I'm not saying it would be trivial to do in the consoles or anything, I'm just rejection the assertion that coherence fundamentally must be "really slow" (i.e. his last comment about the PC). I...
Forum: Console Technology 27-Aug-2014, 16:20
Replies: 659
Views: 97,136
Posted By Andrew Lauritzen
Just because coherence on the consoles is slow...

Just because coherence on the consoles is slow (i.e. external bus) does not mean it has to be that way. On an integrated CPU/GPU it really does not need to be any more expensive than multi-core...
Forum: 3D Hardware, Software & Output Devices 27-Aug-2014, 16:07
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
I'll add a major reason from my point of view......

I'll add a major reason from my point of view... because a much larger majority of games go through a small number of engines these days than in the past. That is a huge reason why it makes sense to...
Forum: 3D Architectures & Chips 27-Aug-2014, 06:32
Replies: 162
Views: 20,441
Posted By Andrew Lauritzen
It's not about the scheduling, it is literally...

It's not about the scheduling, it is literally about tracing the path through the ideal data dependency graph. The graph being wide doesn't affect that you ultimately still need something to rip...
Forum: 3D Hardware, Software & Output Devices 27-Aug-2014, 01:04
Replies: 121
Views: 19,303
Posted By Andrew Lauritzen
It should also be noted that the responses he...

It should also be noted that the responses he posted there were paraphrased so don't read too much into the exact wording.


That's not exactly true... although I admit that "safe" was probably...
Showing results 1 to 25 of 500

 
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