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#1 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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This slide has surfaced from 4Gamer.net.
![]() There's a curious arrow in the bottom right showing a different architecture to PVR5 and 6, RTX, and it's driven via Imagination's OpenRL. A bit of googling threw up this announcement: Quote:
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#2 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,379
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I thought it was well established that molly and poppy are minature lions/tigers that are eventually going to eat Rys.
If you want information, maybe try the Caustic Graphics website. |
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#3 |
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Member
Join Date: Mar 2010
Posts: 132
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#4 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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So, there was a new algorithm from Caustic which they've rolled into a software patform, Brazil, and they created a custom processor similar to SaarCOR. Imagetec bought Caustic and are now integrating/implementing Caustic into a processor, PowerVR RTX. Is that a future path for all PVR designs? Will RT be a differentiating factor for Power GPUs, and raytracing will be an option for all realtime graphics running on Power cores in the future?
The very few demos I've found regards Caustic are still low-framerate, despite being incredibly fast for raytracing. Not useable in high-framerate visualisations, but that's on existing multicores CPUs or the 100 MHz Caustic 1. I don't think RT games rendering is on the cards, so I'm guessing this still more for development rather than realtime graphics.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#5 | |
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Member
Join Date: Jul 2006
Location: 0x5FF6BC
Posts: 825
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Quote:
My understanding is that IMG's first target is to produce an add-in board for use in RT development, with a target of getting the cost down to 1/10 of conventional workstation costs with the same graphics performance. Next target is to have a system suitable for console/STB sized devices (perhaps a companion graphics chip ?).Final target, some 4-5 years away, is to have it suitable for inclusion in an SOC, with power reduction being likely the greatest hurdle. Listening to some presentations, it seems that they see the RT tech as complimenting SGX/RGX, and not replacing, thus the ultimate aim is to have SOCs that are a combination of both technologies. |
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#6 |
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Registered
Join Date: Oct 2011
Posts: 1
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At the AGM you could see how excited the CEO is about Caustic but there wasn't much he was giving away. Below is a summary of the main comments.
"Caustic - Very strong patents in place, extremely complimentary, demos today will be prototypes running at a fraction of the speed (1/20) of the real chips and is already same speed as current top end NVIDIA offerings. Will be an add on to Rogue, not a replacement (20% hardware addition to give 'magic') Using ray tracing massively reduces the cost to develop a new game (1/10 to 1/5 of the cost previously) Follow Open RL and Brazil news to follow the progress." First view of the tech will be in a stand alone chip (presumably Caustic 2) then it will be integrated into the PowerVR IP offerings from Rogue (Series 6) onwards. Comments were also made on the hardware you'd need to run this card - normal desk/lap top rather than multi $k machines as the card would do all the grunt work. The idea for the first wave is to get the RT tech into as many developers' hands as possible, taking the prohibitive cost element out of the equation. Then - the world !!!!! RT will be offered to licensees as an option and won't be a standard part of the general IP (presumably for now). |
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#7 |
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Regular
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I wonder if they run the caustic algorithms on FPGAs or PowerVR cores.
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Cinematic is the new streamlined. |
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#8 |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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I just approved hammerd's post above, a few good tidbits in there, especially the "20% hardware addition" which is much more precise than anything else I've heard out of them (even if it's not very meaningful without an idea of what graphics core they're pairing it with).
I talked to the ex-CTO of Caustic at MWC11 a fair bit, I wanted to post/publish something based on it, unfortunately my memory is significantly worse than that of the average goldfish (which doesn't have as bad a memory as you'd think but still) so combined with the ridiculous amount of discussions I had every day back there, I honestly can't remember some important details so I didn't feel confident publishing anything. He did mention the basic 'magic' behind it is detailed in a publicly available patent though (which I haven't had the time to properly read sadly). Anyhow, Caustic 1 is based on FPGAs and that's still what they were demoing at MWC11, but they were still working on the 90nm Caustic 2 chip - I can't remember if it had already taped-out at MWC11 or was about to tape-out sadly, but iirc it did not tape-out before the IMG acquisition. The short-term end-product will be 90nm Caustic 2-based boards for the workstation market which people will pair with NV/AMD workstation GPUs, the mid-term end-product is a similar piece of IP that will ready to integrate next to Rogue, and the (very-)long-term end-product is something that shares some silicon between the two - he mentioned there was some similarity between the TBDR logic and their own algorithms interestingly enough, so you wouldn't have a bit less rasterisation hardware idle when raytracing and vice-versa. I'm not sure if there's that much to gain there, but it's a possibility they're considering (many years down the road, depending on RTX success, etc). One technical bit I remember is he was very confident they could scale performance as much as they claim in the future without becoming bandwidth limited - their bandwidth cost is low, and if necessary there are a few things they can do to reduce it further (but increasing silicon cost and there may be efficiency trade-offs for some of them). So basically you'd expect non-raytracing related bandwidth costs to remain the majority of the total GPU bandwidth. On the other hand, PCI-Express bandwidth can be a real problem, so they won't be able to scale discrete solutions much further than Caustic 2. And tangey, they won't need 4-5 years to have it suitable for SoC integration - there's nothing magical about that, Rogue looks just like a NVIDIA GPU to them except it's on the same chip. Whether that means it will actually get implemented soon is another question, and it also remains to be seen what markets it will target first. Besides handhelds (which might be hardest to penetrate), you've got consoles, set-top boxes (he specifically mentioned some big players might want to create a gaming ecosystem around it and use RTX as a differentiator - Apple TV? Samsung?), and workstations (since discrete solutions will be limited by PCI-E). The problem with workstations is how do you find a partner to make a many-core Rogue+RTX chip with performance comparable to NVIDIA's Fermi or Kepler? And to make that profitable you probably need to target the PC market at the same time. I think it's pretty clear they didn't have a partner for PC/workstation yet but at least with Rogue (and RTX) they can scale up to NV/AMD-level performance, so they must logically again be actively looking for potential partners there (unlike in the SGX generation). Who knows if anything will come out of it or if it'll be another crushed dream like PMX590.
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#9 | ||
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Member
Join Date: Jul 2006
Location: 0x5FF6BC
Posts: 825
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He takes notes
Quote:
Aslo time factor may be because they see themselves pretty busy in developing/delivering Rogue over the next number of years Quote:
Last edited by tangey; 03-Oct-2011 at 22:37. |
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#10 | ||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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Quote:
Quote:
Still, licensing to AMD+nVidia seems a necessary step to me. For OpenRT to be used in the realtime pipeline, it needs to offer suitable performance and be ubiquitous. Freely available tools can help adoption, but if only PVR GPUs support full-speed raytracing and the other IHVs run an order of magnitude slower, using RT will be too slow for most customers and it'll be ignored. If PVR license the tech to the other GPU manufacturers, they can get that mainstream adoption even if it means losing their exclusive vantage point. Unless they can seemlessly integrate RT into the DX/OGL pipeline, that feature in Power GPUs will be like so many proprietary techs over the years that haven't been fully used because DX is built around common features. I'm also not seeing where the massive savings in game design are to come from. 1/10 to 1/5?? How can modellers time be saved? Optimising meshes can't be that costly, and there'll still be RAM issues that'll want careful crafting of resources. I guess lighting would be a lot cheaper though if it's all realtime and we lose the baking process.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#11 | ||
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Member
Join Date: Jul 2006
Location: 0x5FF6BC
Posts: 825
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Quote:
I think OpenRT is obviously meant to be hardware neutral, others who are interested in having their own RT IP would make their drivers OpenRT compliant. Quote:
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#12 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,379
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Quote:
OpenRT is an entirely different thing.
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#13 | ||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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Quote:
Quote:
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#14 | |||||
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Quote:
Quote:
Quote:
Quote:
Quote:
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#15 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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Oooooh, it's all jolly exciting.
Any chance of squeezing IMG for a B3D article?
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#16 |
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Senior Member
Join Date: Nov 2004
Location: Ohio
Posts: 1,205
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Definitely makes the future more exciting if those performance targets are realistic.
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#17 |
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Epsilon plus three
Join Date: Feb 2002
Location: Chania
Posts: 7,762
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Dumb layman's question: if IMG should want to integrate ray tracing in the less foreseeable future into their GPU IP cores wouldn't they theoretically have an advantage due to ray casting? Before someone says it I of course realize that ray tracing and ray casting are vastly different, however aren't there any technical lines crossed in theory?
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People are more violently opposed to fur than leather; because it's easier to harass rich ladies than motorcycle gangs. |
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#18 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,487
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So does this suggest powervr are coming back to the p.c ?
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#19 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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I'm sure they were wanting to make an attempt on the desktop/laptop space with Rogue. RTX is a move to the productivity workstation space that should prove effective. I wonder what Laa-Yosh thinks of this? I'm sure he'll be very pleased! Whether IMG can leverage that to get into the desktop space, I don't know. Even if raytracing proves more effective for modern complex scenes than rasterising, it'd be dependant on a sea change of the whole computing and rendering space. How do you get everyone to abandon DX and use raytracing instead? Yet without that change, Caustic hardware gives IMG no marketable advantage to compete with.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#20 |
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Member
Join Date: Jul 2006
Location: 0x5FF6BC
Posts: 825
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I don't think the "PC" market is a major target for them for a number of reasons.
The point of gravity in graphics is/has shifting/shifted in their favour, i.e. its going lower end, obvious one is smart phone, but also tablets,netbooks, portable consoles, and also some not so obvious ones like in-car. Also IMG's tech is at the same time heading upwards, with options in netbooks and low end laptops, and heading outwards into digital cameras and heading downwards into qualcomm low end terrority (i.e. mediatek). This makes PC not the be all and end all that it once was. Even at PC level, the whole thing is moving to integrated. Add-in cards, once pretty standard issue in every PC, are slowly becoming increasingly "optional" (remember that your typical beyond3D reader is not your typical PC user). And the pc segement intself is not as big as it was. And in the market that still DOES remain for add-in cards, Nvidia and AMD is it, I can't see anyone going in there. One wonders if IMG can come up with something that makes Intel think about them for things other than low-end portable. But then you're into a whole other political ball game with Intel's inhouse dept. |
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#21 |
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Member
Join Date: Apr 2007
Posts: 161
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well they have said that ultimately their goal is to have openrl used in games, so im gonna wait impatiently and see.
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#22 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,487
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The talk about img aiming raytracing at the low end (smartphones, gps displays ect) I was under the impression raytracing needs a massive amount of horesepower so how is this possible ?
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#23 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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Raytracing doesn't need so much processing power as memory power. The old SAARCor raytracing processor was achieving amazing performance from a 50 MHz part or whatever it was. The problem comes with testing every object for each ray calculation, and doing repeatedly for several iterations. Shading of each pixel requires the same level of processing power as usual. I expect true reflections/refractions to add extra burden on texture consumption too. A convex reflective surface will take in a wider view and hence more surfaces meaning more textures being sampled.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#24 |
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Member
Join Date: Mar 2007
Location: Wroclaw, Poland
Posts: 578
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Memory burden depends on the technique. As with everything else: there are RT methods trading memory requirements for power and vice versa. Don't know what Caustic are doing though and whether their hardware does some tricks to work around the memory requirements for the memory-heavy techniques or optimizes computations in a way that makes it possible to trace efficiently with computation-heavy techniques on a modest hardware.
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Shifty Geezer: I don't think the guy really understands the subject. PARANOiA: To be honest, Shifty, what you've described is 95% of Beyond3D - armchair experts spouting fact based on the low-level knowledge of a few. This posting is provided "AS IS" with no warranties, and confers no rights. |
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#25 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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I understand space partitioning has improved object searches over the old brute-force method, but is there any solution for the random memory access patterns of searching for ray hits? If a ray is cast in a direction, the only way to know if its hit an object, and where on that object, is to read the object coordinates and test them all. I don't see how that can be calculated without memory accessing of the order of number of objects in the scene.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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