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#1 |
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From a tecnhnical point of view, is it better to have 4 pixel pipes each with one texture units or 2 pixel pipes each with two texture units (assuming the same texel rate, for example 500 megatexel/sec)? And why? Second question: is there a list of games that support bump mapping? In your opinion, which is the game with the best use of DOT3 bump mapping? Thanks all.
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#2 |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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In terms of efficiency 4x1 is better than 2x2, since in the 2x2 design if a polygon is single texture (or tripple, etc) then one texture unit will be unused and wasted. In the 4x1 design all units will always be active no matter the contents of the 3D scene (single, dual, tripple, ...) assuming that multitexture can be used, if the software need to go to multipass geometry then efficiency might fail due to AGP or other geometry related bottlenecks. But generally X by 1 is more efficienct than Y by 2. Things get worse with more textur eunits.
From a silicon area point of view 2 by 2 is better since adding a texture unit is cheaper than adding a full pipeline. DOT3 Bumpmapping... list... not that I know off. Best game... hard to say... I would say that DoomIII will probabaly be the first game to "really" use per pixel DOT3 effects to the max. Matrox on the other hand probabaly has a list of games using EMBM bumpmapping. K- |
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#5 |
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Senior Member
Join Date: Jan 2002
Location: Abbots Langley
Posts: 732
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Yes, not every effect requires multiple texture layer, there will almost almost be some objects or effects which only require a single texture layer. For example text, HUD, explosions, alpha effects, etc.
Memory bandwidth always has an impact; if you want to take this into account then outputting more pixels is probably more expensive than grabbing some more texels (texels can usually benefit from a good cache) using a second texture. But its hard to say since bandwidth is really quite complex to predict or analyze. K- |
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#6 |
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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There are also many cases where no textures are used. Rendering shadow volumes is one example. In this case a 4x1 architecture is much more efficient.
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#7 |
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Junior Member
Join Date: Aug 2002
Posts: 68
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And then again, if you're using multiple textures, but doing some pixel shader calculations in between, a second TMU isn't of much benefit, because by the time the next texture fetch is needed, the first TMU will be free...
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#8 |
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Well.. it looks like GS (PS2) architecture is the best..
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Join Date: May 2002
Location: Markham, Ontario
Posts: 334
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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Join Date: Feb 2002
Location: Norway
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#15 | |
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Join Date: Feb 2002
Location: Switzerland
Posts: 218
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Bring en hei! |
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#16 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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If you're attempting to make a comparison between, say, 8x2 and 16x1, and you want to ask which is better, you have to take it in the context that everything else is the same. Yes, everything else remaining the same, the 16x1 architecture will be more powerful. But the fact is that the PS2 architecture is incredibly limited in other areas that really prevent it from competing with even GeForce3-level hardware, if not earlier (theoretically, anyway...it's not like you can directly compare them...). |
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#21 |
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Thx m8!
I realized I read it already a long time ago! |
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