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#851 |
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Regular
Join Date: Mar 2007
Posts: 8,952
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Well, if more people were like me and won't buy a game unless it either has in game AA support or works with driver forced AA...then maybe software companies would take notice. Either that or they'll just stop porting their console games over to PC.
Either way as in the past I refuse to play or pay for anything that doesn't allow the use of AA in some form. Vanguard being the exception. Peer pressure from a multitutde of friends can be painful. Regards, SB |
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#852 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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As good news for the rest of the universe, us normal ppl actually buy stuff because we enjoy it/find something attractive in it/are fooled by some ad or woman or whatever etc. You`re one odd consumer, that`s certain...you were harping about the 2900 being hot and needing an additional PSU, you`re generally in love with the tent modes(that generally tend to blur waaaay too much), you buy games based on AA support?AA support adds something around....wait....zilch, to the intrinsic value of a game or to the intrinsic quality of its graphics. Because I think the vast majority of game consumers vould rather stare at a nice image with complex materials and complex lighting, done through Deferred Rendering or whatever and without AA rather than staring at Q3 with 128x AA. But, to each his own, and please don`t take this as a criticism directed at your person
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#853 | |
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Member
Join Date: Nov 2002
Location: X.X.X.X:80
Posts: 305
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Quote:
I haven't played it enough to make that particular judgement...but then again, the fact that I have it and *haven't* played it much due to it being rather dull also says something
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Experiencing the joyous quiet of Sunon --> Panaflo. Last edited by caffeinated; 15-Jun-2007 at 17:59. |
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#854 |
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Member
Join Date: Nov 2002
Location: X.X.X.X:80
Posts: 305
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I still think that if A card can do it, despite it being "impossible" then B card should be able to do it. If it can't, that is a deficiency. It is, in my own view, disingenuous to attempt to explain away a shortcoming by claiming "yes but it isn't fair!".
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Experiencing the joyous quiet of Sunon --> Panaflo. |
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#855 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#856 | |
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Member
Join Date: Nov 2002
Location: X.X.X.X:80
Posts: 305
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Quote:
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Experiencing the joyous quiet of Sunon --> Panaflo. |
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#857 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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If walls could speak...
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#858 |
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Regular
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#859 |
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Member
Join Date: Feb 2002
Posts: 393
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Are you implying that the data is actually there and accessible but developers cannot use it because all APIs don't have an interface to it? (but for dx10 of course)
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NocturnDragon Q :Why did the chicken cross the road? Evolutionist: Pure chance. Evolutionist: Only the fittest chickens survive crossing the road. Creationist: God created the chicken on the other side of the road. There is no proof it ever was on this side. |
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#860 | |
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Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
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Quote:
A driver is after all just using the hardware at a lower level than the normal API. Now whether the GPU has the kind of access to the pre-resolved buffer as you'd like (for example is it a fixed function resolve or can you access it like any other texture), is another question entirely. But most hardware can consume MSAA buffer cos there really just linear textures that are wider than non MSAA buffers(a 1280x720 4xMSAA is really just a 2560*1440 buffer at the pre-resolve stage).
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Riding the stormy ship called indie game development |
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#861 | |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Quote:
To have the MSAA buffer as just a simple texture would require disabling color compression, which could substantially reduce the usefulness of MSAA.
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Binary prefixes for bits and bytes |
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#862 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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That would be a naive implementation, a better implementation would give you all the subsamples you need in your pixel shader automatically uncompressed: I expect R600 to implement something like that.
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#863 | |
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Regular
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Quote:
I'm sure I saw somewhere a hint that the 8KB of read/write cache, per SIMD, is used as the path for this. I interpret this to mean that the RBEs have a write path to the R/W cache and this cache is then used as the input for the AA-resolve shader, as though they are per-pixel attributes. The R/W cache is also designed to share data between "neighbouring pixels", a feature of tented-AA - though obviously texture-based AA can do the same. The RBEs are the perfect units to fetch the render target because they're designed to do this anyway, and because the RBEs will use the least amount of bandwidth doing so (since the RBEs have access to the compression flags). Though the bandwidth saving would diminish as per-frame triangle count increases (assuming ~constant overdraw factor). Which would run faster? The texture units, in point-sampling mode, can fetch 80 samples per clock. What's the sample rate for the RBEs? 64 colour samples per clock? Clearly, though, the programmer-exposed concept of shader AA in D3D10 is texture-based, e.g. for HDR or deferred-rendering where each sample is accessible. That fact does rather undermine my argument. Also, I'm thinking there's a very strong likelihood that ATI has used the multiple-concurrent context support of R600 to effect the shader AA pass: Code:
Frame 0 rendering AA
|---------------------|--|
Frame 1 rendering AA
|---------------------|--|
Jawed |
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#864 | |
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Senior Member
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I speak only for myself. |
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#865 |
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Member
Join Date: Sep 2002
Location: San Jose, CA
Posts: 159
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I'd love to see the second part of B3D's coverage for this card.....I know staff said they're waiting on a few items.....but couldn't the article be posted now (or soon) with the "special bits" being added as an update once the info is available?
By the time we see things, there will likely be some major driver changes....with some possible "key" performance enhancements... |
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#866 | |
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Regular
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What happens when Aero is running? e.g. you have the 3D interface running, which is a z-buffered render target and within that multiple 3D applications each of which has its own "private" z-buffered render target. Or, erm, isn't that possible? I thought it was... Jawed |
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#867 | ||
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Senior Member
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Quote:
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I speak only for myself. |
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#868 | |
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Regular
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Quote:
Oh well. So what you're saying is that this is a texture unit based resolve, much the same as D3D10 exposes for programmers. Presumably this means that there's no bandwidth or ALU cycle savings to be made, by detecting compressed tiles. Or does R600 dump the compression information out to a second texture, allowing the AA resolve shader to navigate the AA data efficiently? Jawed |
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#869 | |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Quote:
You can have a data path from anywhere to anywhere. I didn't mean to imply any limitation of that kind.
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Binary prefixes for bits and bytes |
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#870 | ||
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Senior Member
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Quote:
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I speak only for myself. |
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#871 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Let say R600 shader core can read back a compression flag which tells us if a tile worth of subsamples is compressed (all samples equal) or not, one would need dynamic branching to dinamically skip extra texture reads/extra math, imho it does not sound a good idea.
What if we can read such a flag and fill a render target with such a mask that we can use later to automatically early-skip every pixel that has compressed subsamples (or the other way around). Then our resolve pass could be decouples in 2 full screen passes, one processing every subsample belonging to a pixel and the other one sampling just one subsample per pixel. AA resolves wider than one pixel would need some special care at mask generation time though.
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way Last edited by nAo; 19-Jun-2007 at 21:40. |
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#872 |
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Regular
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If the compression flags (which are just a 2D structure) are dumped into memory to be used as a texture, it should be simple to do this in a single pass. In the AA-resolve pixel shader, each pixel knows whether it's part of a compressed tile or not. The thread size of the GPU (16 in RV610, 32 in RV630, 64 in R600) determines coherence, which means that the execution time is constant for uncompressed tiles (it's also constant for compressed tiles). We don't know the size of the compression tiles...
This patent document: Method and apparatus for anti-aliasing using floating point subpixel color values and compression of same refers to tiles of 2x2 and 4x4 pixels. The size of tiles may depend on the colour precision in the render target... The number of samples per pixel (2, 4 or 8) may also affect the tile size. Also it uses a 3-level compression scheme: uncompressed, partially compressed and fully compressed and seems to be designed around the concept of an fp16 pixel format (i.e. 64-bit per pixel) So, ahem, juggling this data is a bit more complicated than I was thinking, --- If the render target is in a 32-bit per pixel format, presumably the texture fetch for a destination pixel can be performed in a single texture load operation using a "32-bit fetch". This will actually fetch 128-bits, which is 4 AA samples' worth of colour data. The AA resolve shader then needs to "unpack" these samples. Jawed |
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#873 | |
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hardware monkey
Join Date: Mar 2007
Posts: 3,898
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Quote:
http://www.geforce3d.net/index/node/35?page=0%2C5 R600's not alone there. |
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#874 | |
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Junior Member
Join Date: Feb 2007
Posts: 29
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#875 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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Screen-door artifacts that no one seems to understand are inherent to the algorithm employed for anti-aliasing alphas and have jacksquat to do with this or that card. The R600's artifacts in COJ were of a different sort(with those early drivers that were used for the first batch of reviews, it was blurrier than the G80 in a number of scenes, the most apparent one being the one with the fireplace in it at the end), but I think they`re fixed/significantly reduced now, as the benchmark produces fairly clean graphics with the R600 nowadays, in my experience.
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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