I meant the TDP.Not really. XT will end up faster than 5070Ti in games which favor AMD h/w. This is a result where I'd expect the average w/o RT to be.
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I meant the TDP.Not really. XT will end up faster than 5070Ti in games which favor AMD h/w. This is a result where I'd expect the average w/o RT to be.
Ah, yeah, power is still a sore point for AMD. The "downclocked"/power limited 9070 does okay though.I meant the TDP.
Ah, yeah, power is still a sore point for AMD. The "downclocked"/power limited 9070 does okay though.
Or simply the benefit of HiZ has already diminished to the point of marginal performance obsolescence? May be framebuffer color compression more than compensates for the loss.I wonder if the removal of HiZ is related to the fact that UE5's Nanite renderer generates it's own HZB (reprojects geometry from last frame) which sort of obsoletes the need for a hardware assisted occulsion culling testing ?
I very much hope IHVs aren't designing their GPUs around one engine!I wonder if the removal of HiZ is related to the fact that UE5's Nanite renderer generates it's own HZB (reprojects geometry from last frame) which sort of obsoletes the need for a hardware assisted occulsion culling testing ?
Most engines handle this themselves in compute these days probably? So h/w capability isn't as important. But also AMD h/w wasn't good at this anyway and you generally would get a speed up doing it in compute instead.Isn’t HiZ even more important in the age of mesh shaders? More objects and more triangles = more potential overdraw right?
General rule is FF is always smaller and cheaper than handling the same thing via generic compute. The benefits of the latter are mostly down to flexibility and the option to avoid using it at all in some cases.chips could get smaller and cheaper
What's FF?General rule is FF is always smaller and cheaper than handling the same thing via generic compute. The benefits of the latter are mostly down to flexibility and the option to avoid using it at all in some cases.
Fixed function h/w.What's FF?
Hardware VRS uses the MSAA blocks. Call of Duty's software VRS also uses the MSAA blocks.I wonder how much hardware goes mostly unused in modern GPU's (the MSAA blocks for example). I would accept it getting cut if IHV's emulated that functionality instead, for reasonable performance (not like in Nvidia's phisx debacle) if it meant that chips could get smaller and cheaper.
HiZ for occlusion culling and DCC for compressed memory bandwidth traffic are both different hardware blocks that implement different technologies with different purposes ...Or simply the benefit of HiZ has already diminished to the point of marginal performance obsolescence? May be framebuffer color compression more than compensates for the loss.
GFX12 introduced page table entry (PTE) support for DCC to cover the case memory traffic compression for atomic memory operations and we all how this "one engine" likes using 64-bit texture atomics to render it's geometry to a visibility buffer ...I very much hope IHVs aren't designing their GPUs around one engine!
Not if you never use the HW rasterizer to render most of the geometry like Nanite! HiZ is only active (disabled otherwise) when your HW rasterizer is in use ...Isn’t HiZ even more important in the age of mesh shaders? More objects and more triangles = more potential overdraw right?
HW VRS can interact with MSAA in that you can apply coarse pixel shading for MSAA pixels but elsewise it doesn't really prevent IHVs from removing or emulating other accelerated functionality (fast clears/resolve/compression) for MSAA render targets ...Hardware VRS uses the MSAA blocks. Call of Duty's software VRS also uses the MSAA blocks.
Not if you never use the HW rasterizer to render most of the geometry like Nanite! HiZ is only active (disabled otherwise) when your HW rasterizer is in use ...
Even if UE is just one engine, Epic Games has enough power to coerce IHVs into changing hardware design ...Yeah I appreciate that but to Shifty’s point UE is just one engine.
They already used to back when HiZ was introduced - even without compute or geometry shaders. Biggest impact of HiZ was only in titles without any form of occlusion queries and high level culling, that tried to get away with pure Z-sorting only.Most engines handle this themselves in compute these days probably?