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#26 | |
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Senior Member
Join Date: Jul 2008
Posts: 2,147
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Quote:
In fact, I think that physics processing have pretty much stagnated for the past.. 4 years? Despite lots of cool things being shown in several entertainment/electronics shows throughout the years, we're still at the same point as we were back then: nVidia has PhysX, AMD shows hardware-accelerated bullet physiscs but no one uses it in games, Intel bought Havok and has nothing to show, except for.. an ARM + Mali T604 implementation (!!). |
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#27 |
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B3D Scallywag
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The destructible environments in UE4 look to be a step above what we've seen before, but nothing that couldn't be achieved on a modern quad core to be honest, certainly not requiring a dedicated GPU to run on. With good reason really since the next generation of consoles certainly won't have that kind of power to spare away from rendering.
No unfortunately it looks like all that processing capability will go largely unused in high end PC's. It would be incredible to see what such hardware would be capable of in a console environment but that clearly isn't going to happen in the upcoming generation.
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PowerVR PCX1 4MB --> Voodoo Banshee 16MB --> GeForce2 MX200 32MB --> GeForce2 Ti 64MB --> GeForce4 Ti 4200 128MB --> 9800Pro 128MB --> 8800GTS 640MB --> Radeon HD 4890 1GB --> GeForce GTX 670 DirectCU II TOP 2GB |
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#28 | |
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Quo vadis?
Join Date: Oct 2007
Location: Texas, USA
Posts: 1,338
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Impressive work and nice example of how mobile is really making strides. |
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#29 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,544
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Quote:
Only TWIMTBP titles support PhysX these days. Cheers
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I'm pink, therefore I'm spam |
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#30 |
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Senior Member
Join Date: Sep 2002
Posts: 3,891
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Could someone explain a bit more about the AVX2 stuff?
The GPU is now a part of the CPU at least physical , but when i installed a Ivy this weekend it (of course) still needed drivers to show up. How does that work? Since we know that PC games have a tendency to never really use the CPU's to the fullest, most likely because they find it more worthwhile and easier optimizing for the GPU stuff. But could Intel ever hope to utilize some of the untapped CPU power for their GPU drivers? and is it even feasible? In a console there wouldn't be a problem like that so i would guess the i7-3770k i installed would have no problem matching a PS/360. Just for the hell of it i installed a Lego game demo, and it ran fine in 720p, impressive considering the size of Graphics card that once was needed to produce graphics like that.
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Help BE3D, donate some money: http://forum.beyond3d.com/announcement.php?f=37 2nd hand market talk here: http://forum.beyond3d.com/showthread.php?t=59311 |
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#31 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,947
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That is not really relevant to the point. While we have stopped the rigid monthly release that does not mean there will necessarily be a reduction in the number of driver releases and it bears absolutely no position on the level of resource, investment or capabilities of the primay D3D drivers.
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#32 | ||
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Member
Join Date: Aug 2011
Posts: 366
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AVX2 basically brings FMA, which doubles FPU throughput, and much more importantly, Gather, which allows a lot of code that's not previously vectorizable (or is only poorly vectorizable) to be vectorized. Basically, AVX2 is the biggest advance in the x86 vector instruction set since, well, when it was first developed. It's very much a big deal.
Of course, most software won't be able to *use* that, not until majority of users have AVX2-capable cpus. Quote:
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Traditional systems can't really do this because the PCI-e road between the GPU and CPU is really too narrow and long for it, but when they are on the same chip, this is not an issue. |
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#33 | |
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Member
Join Date: Oct 2008
Posts: 590
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#34 |
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Quo vadis?
Join Date: Oct 2007
Location: Texas, USA
Posts: 1,338
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What level of practicality and feasibility are we at today to getting rid of unified shaders in general and going with ultra wide vector processing on wide x86 cores coupled to texture units and ROPs? I'm not talking a Larrabee approach with narrow x86, but fully designed around being a modern, wide CPU as well (like current i-series). It seems like a bit of a holy grail.
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#35 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
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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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#36 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
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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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#37 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,544
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Quote:
I don't think they would have bothered adding gather if there isn't a fast implementation to back it up. Something like 8 (or more) parallel loads going to the (inclusive) L2 at once, something akin to the defunct Alpha Tarantula. Cheers
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I'm pink, therefore I'm spam |
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#38 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
My point is that a gather instruction doesn't make some given code any more vectorizable.
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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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#39 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,544
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Quote:
But a large performance delta will make developers strive to write vectorizable code. If the gather implementation doesn't buy you any performance, there is no incentive to invest the extra effort. Cheers
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