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Search: Posts Made By: Andrew Lauritzen
Forum: 3D Architectures & Chips 19-Sep-2014, 06:27
Replies: 50
Views: 6,319
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: 73
Views: 13,044
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: 50
Views: 6,319
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: 48
Views: 5,442
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: 48
Views: 5,442
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: 50
Views: 6,319
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: 24
Views: 1,828
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: 48
Views: 5,442
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: 15,059
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: 15,059
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: 15,059
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: 48
Views: 5,442
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: 658
Views: 92,426
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: 658
Views: 92,426
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: 73
Views: 13,044
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: 160
Views: 18,826
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: 73
Views: 13,044
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...
Forum: Console Technology 23-Aug-2014, 22:25
Replies: 658
Views: 92,426
Posted By Andrew Lauritzen
Well... it can be measured directly with stuff...

Well... it can be measured directly with stuff like Vtune or similar of course, at least for anything x86. But ultimately the IPC of a chip isn't really as interesting as the realized performance (at...
Forum: 3D Architectures & Chips 22-Aug-2014, 01:07
Replies: 160
Views: 18,826
Posted By Andrew Lauritzen
Right but there's no compelling reason to do that...

Right but there's no compelling reason to do that in the (very near) future... honestly that amount of buffering is a symptom of the current APIs being designed for discrete, which is entirely my...
Forum: 3D Architectures & Chips 21-Aug-2014, 19:41
Replies: 160
Views: 18,826
Posted By Andrew Lauritzen
I'm not disputing that. But this thread is about...

I'm not disputing that. But this thread is about the future, and I don't think your current experience with these architectures necessarily predicts that very well frankly for the reasons that I've...
Forum: 3D Architectures & Chips 20-Aug-2014, 17:42
Replies: 160
Views: 18,826
Posted By Andrew Lauritzen
Obviously I'm not talking about practically...

Obviously I'm not talking about practically getting "infinite" parallel performance, as if such a thing were even possible. My point was that these bottlenecks exist *now* in code that runs on...
Forum: 3D Architectures & Chips 20-Aug-2014, 05:00
Replies: 160
Views: 18,826
Posted By Andrew Lauritzen
Sure, but we're talking about a case where not a...

Sure, but we're talking about a case where not a single hardware thread on a given execution unit has any work to do for many cycles. Stalled threads can't be reused for async compute, so it really...
Forum: 3D Architectures & Chips 20-Aug-2014, 00:08
Replies: 160
Views: 18,826
Posted By Andrew Lauritzen
I'm well aware of distributed scheduling, work...

I'm well aware of distributed scheduling, work stealing, etc. and have advocated it myself for many years. But there are always serial bottlenecks in there, even if it's just the atomic that you need...
Forum: 3D Architectures & Chips 19-Aug-2014, 18:23
Replies: 160
Views: 18,826
Posted By Andrew Lauritzen
Not convinced. It puts off the issue slightly on...

Not convinced. It puts off the issue slightly on some architectures, but it's hardly a holy grail as it does nothing to address the real thread of dependent work through the rendering pipeline. You...
Forum: 3D Architectures & Chips 19-Aug-2014, 16:17
Replies: 160
Views: 18,826
Posted By Andrew Lauritzen
On the one hand that looks like the most stark...

On the one hand that looks like the most stark example of big GPU/small CPU (i.e. the 15W 2 core + GT3 part) while the vast majority of parts are more skewed towards the CPU (4+2, 4+3, 2+2). I'm also...
Showing results 1 to 25 of 500

 
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