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#26 | ||
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,885
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Being part of several API and hardware iterations, I'm well aware of the trade-offs here, but there really ultimately are just two solutions... APIs go lower level and expose implementation details or hardware actually obeys the higher-level commands. The current status quo is not really great. Quote:
And like I said, I'm well versed in theproblems as both a gamer and developer and I'm not trying to trivialize them; rather I'm trying to get us focused on metrics and hardware/software improvements that actually better model the gamer experience and stop just mindlessly cramming more ALUs onto GPUs so that I can render with 6 30" monitors instead of 5 (slightly kidding here, but you get my point). And I'm preaching to myself and my own employer as much as anyone else
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The content of this message is my personal opinion only. Last edited by Andrew Lauritzen; 02-Jan-2013 at 21:14. |
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#27 |
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Member
Join Date: Aug 2005
Posts: 278
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It's great to see this taken so seriously. Maybe it will help get PC games closer to the smoothness of a console experience...but anyhow Scott has a new write up that mentions this thread.
http://techreport.com/blog/24133/as-...esting-methods |
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#28 |
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Senior Member
Join Date: Feb 2004
Posts: 2,480
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And http://techreport.com/news/24136/dri...ies-of-updates
BTW, I'm glad I wound up causing a bit of a stir here by posting that link back in the Radeon thread. It's lead to some incredibly interesting discussion. |
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#29 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,666
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cant the game pre-compile shaders during level load (a bit like ut pre-caches textures (in d3d renderer, doesnt pre-cache in ogl) ) ?
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#30 | |
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Senior Member
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- Load critical assets - Draw frame - Prior to calling Present(), clear screen to black - Draw "Loading..." or some other progress meter - Call Present() - etc. - Once all assets are "warm", run normal benchmark Obviously, you don't want to double the benchmark time by running through all frames, so shortcuts are taken ("time" could be sped up to shorten number of frames generated, for example).
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I speak only for myself. |
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#31 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,885
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Pretty much all games do create shaders at level load time, but many drivers compile them lazily due to pulling in additional compiled state at draw call time. The idea with DX10's state structures was to try and eliminate some of that by grouping up relevant state and declaring it immutable up front, but of course it doesn't map perfectly to any one implementation and thus it ends up being fairly useless to that end as well. One interesting question though is why do graphics drivers not at least cache compiled shaders across runs (i.e. to disk or similar). Purely concerns over reverse engineering (that would seem odd these days)?
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The content of this message is my personal opinion only. Last edited by Andrew Lauritzen; 02-Jan-2013 at 23:56. |
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#32 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
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And note, this has been done for a long time - remember people complaining about BF3 load times? This was why...
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#33 |
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Senior Member
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Nvidia does cache compute kernels, but not Direct3D. I presume the issue is the thousands of shaders a single game creates.
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I speak only for myself. |
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#34 | |
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Member
Join Date: May 2012
Posts: 170
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#35 | |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,885
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Quote:
Anyways you may be right about size concerns, but for some games I could see it being a benefit. And if the driver is adding too large a cross product of its own on top of what the application is requesting in terms of shaders, that's a problem too
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The content of this message is my personal opinion only. Last edited by Andrew Lauritzen; 03-Jan-2013 at 04:45. |
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#36 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,867
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#37 | ||
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,263
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It seems reasonable to give a program tasked with arbitrating between two systems of arbitrary composition running at user-interactive rates over a long(ish)-latency interface at least some freedom from possible blockage if it shared room in the same loop with other functionality. Quote:
Hasn't this come up with earlier attempts at binary translators for different CPU ISAs? Copyright lawsuits have been brought to bear for in-memory copies of copyrighted data, much less copies of software in a translated form on disk. If there's a possible advantage of a console versus an open PC, it's that the implied locked-down nature of the console and licensing to the console company may provide consent for such an action, whereas storing a transformed copy of a work by one unknown party for the use of someone similarly unknown provides nothing to assuage content creators.
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Dreaming of a .065 micron etch-a-sketch. |
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#38 | |
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Member
Join Date: Jan 2010
Posts: 378
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Graphics IHVs are not Oracle, they don't have DB-performance groups, and they shouldn't. As far as I can see there has been no possible issue guessed which can not be coped with at the developer side. You did though say "maybe we should start caring about worst-case instead of throughput" (freely recreated |
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#39 |
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Eric the Half-a-bee
Join Date: Oct 2003
Location: The cat detector van from the Ministry of Housinge
Posts: 2,051
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#40 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,983
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Thanks Andrew, great post, great topic. It happened to me that in Far Cry 3 FRAPS showed good fps, but it all felt jittery (in the village) and I scratched my head and could not understand whats going on. You gave me good insight and a possible explanation. So in short, I fully agree with you that (averaged) fps should not be the only measurement/benchmark. Digital Foundry analysis e.g. includes the controller input latency as well for certain games.
Would a framerate smoothing by interpolation approach as presented by the force unleashed developers help out to decrease the impact of such performance spikes (or maybe make it even worse) and reduce the jittery feeling?
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I bid farewell with a rebel yell... |
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#41 | |
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Member
Join Date: Mar 2012
Location: Switzerland
Posts: 691
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Same problem on early time of BF2 ( before a patch or driver was released reduced it... but on other extend, BC2 and BF3 have show similar things ( and have been quickly fixed ) .. Its because their home engine use this method since the start.
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Last edited by lanek; 03-Jan-2013 at 10:42. |
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#42 | |
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Senior Member
Join Date: Jan 2010
Location: Hamburg, Germany
Posts: 1,017
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x: RCP_sat R2.x, R1.y y: RCP_sat ____, R1.y z: RCP_sat ____, R1.y |
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#43 |
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Member
Join Date: Jun 2006
Location: Germany
Posts: 292
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#44 |
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Registered
Join Date: Jul 2012
Posts: 8
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Props to Mr. Dave Baumann for being open about the issue, as it's rare these days.
Hope he doesn't catch any heat from above because of it. |
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#45 | |||||
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,885
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Interesting point; perhaps that is indeed part of the reason. Quote:
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And again, sorry for any implication that my post here had anything to do with antagonizing AMD or anyone else... it was meant to be an industry-wide call to action and Scott's recent data was simply a convenient example.
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The content of this message is my personal opinion only. |
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#46 |
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,358
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Caching to disk is probably going to be even slower than a recompile (if you use a HDD). Caching in RAM may have memory usage issues. Reverse engineering is probably not a big issue, and you can always encrypt your cached data.
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#47 | ||
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
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Quote:
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#48 |
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Senior Member
Join Date: Dec 2006
Posts: 2,358
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I dread to think the latency I'm getting with Quad 7970's but I don't really notice anything.....
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(\__/) (='.'=) This is Bunny. Put Bunny into your sig to help him take over the world. (")_(") |
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#49 |
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Junior Member
Join Date: Jul 2002
Posts: 11
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Isn't this called a paradigm change? Instead of 60fps (or 120fps for gamers with a 120hz monitor), I'd love to see the individual frametimes very close to 16.33ms, or 8,33ms for 120hz. Does Nvidias adaptive v-sync help, or complicate this issue?
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#50 | |
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Senior Member
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"Well, you mentioned Disneyland, I thought of this porn site, and then bam! A blue Hulk." —The Creature My (currently dormant) blog: Teχlog |
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