Recent content by andypski

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    Nvidia's TXAA for Kepler

    Because doing pre-tonemap or post-tonemap resolve is completely independent of MSAA itself as a method. Yes, initially MSAA resolve used purely fixed function hardware and this happened pre-tonemapping, so in the DX9 era you would have fundamental problems with MSAA and HDR, but that hasn't been...
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    Nvidia's TXAA for Kepler

    I have read his entries on this - regardless of points he makes there, whether post-tone mapping resolve is "correct" or not, what seems clearly incorrect is to compare the results of some new technique with the results of MSAA done with apparently no consideration at all of any kind of...
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    Nvidia's TXAA for Kepler

    I must admit that I am getting pretty sick-and-tired of seeing screenshots that purport to show the quality of new techniques by comparing them against what appear to be clearly incorrect implementations of MSAA. Tone mapping must be handled correctly per-sample for MSAA resolves to work...
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    AMD: Southern Islands (7*** series) Speculation/ Rumour Thread

    Since yesterday was a holiday over here and I clearly had too much time on my hands, and in the spirit of the upcoming Olympic games (but with tongue firmly in cheek), I present : "The Decathlon. A true(?) story" ---- Once upon a time there was a small country "A" who decided they...
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    CG compiler optimizer and commutative addition

    I think that you can generally expect that any shader compiler is likely to be very conservative about floating point optimizations when applied to calculations that will directly contribute to vertex position. Vertex position is bound to be very twitchy when it comes to small differences in...
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    Bad aliasing issue.

    Hmmm - I can't tell you exactly what's happening, but from a quick inspection it appears that the artifacts occur only in the top-left of the image - if you draw a line from the bottom-left to top-right of the image then everything to the right and below that line seems to look ok (as far as I...
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    No PhysX on OpenCL soon

    Not an unreasonable position - I guess we would need someone to send a bunch of similar workloads through the various competitors - I haven't seen anywhere where such a comparison has been officially carried out. It would be bizarre for implementations that are fully dependent on the CPU not to...
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    No PhysX on OpenCL soon

    In the googling that you reference is it clear whether it was widely regarded as fast on the PC (where AGEIA were working on their own hardware implementation which they were trying to sell), or just on consoles (where there was no option for proprietary hardware and no potential conflict of...
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    End of Cell for IBM

    "annals", not "anals" surely... :) Sorry - just couldn't resist that one.
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    Nvidia GT300 core: Speculation

    You can't cut costs indefinitely as you can't operate without making your money back. If you could make parts for free then your point is valid, but you can't. In a competitive market if you want to stay in business then at some point costs must get passed on. Margins are not something that you...
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    Nvidia GT300 core: Speculation

    Nice ninja edit. I will agree to temper my statements as I do see where you are coming from - taking the problem space as a whole there are circumstances in which power/area can become a constraint that is relevant to the consumer. But note that you were arguing that all these metrics are...
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    Nvidia GT300 core: Speculation

    Actually, far more irrelevant I think. Hmm... interesting metric. I realize that you are using this argument to point out that other metrics being touted are not necessarily relevant to the consumer, but I don't think that mentioning "power per mm2" as being equivalent helps you. Debating...
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    Practical Fluid Dynamics

    I know that I wrote a 3D simulation of a swimming pool for the Savage 3D SDK back at the launch of that hardware in 1998... :)
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    Upcoming ATI Radeon GPUs (45/40nm)

    This is correct. Also note that the majority of texture fetches in applications have trilinear filtering applied, which increases the ratio of fetch operations to interpolations, so AF is not actually necessary to get benefits from the extra texture fetch power. On a lot of shaders full...
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    [Beyond3D Article] Intel presentation reveals the future of the CPU-GPU war

    Umm... Doesn't that $260-$300 for the 9800GTX also get you 512MB of the fastest GDDR3 currently manufactured, along with a complex board. Whereas the $180-$220 for the CPU is just for a CPU. Does all that other stuff on the 9800GTX come for free?
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