Recent content by fek

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    xbox360 gpu explained...or so

    No, AFAIK.
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    xbox360 gpu explained...or so

    That's partially correct. The pipelines will be vertex fetch limited. The rest of the GPU might be limited by other factors depending on the situation. You spoke of "vertex fetch limited rendering" which is not entirely correct. But we are all being a bit sloppy (it's a forum); pointing your...
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    xbox360 gpu explained...or so

    Don't lecture me. You are being childish. This sentence is not exactly decent english and deserved to be explained better for the sake of clarity: Go back to the topic now.
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    xbox360 gpu explained...or so

    Correct. Color write disabled and alpha test disabled mean no fragment shader work to be done. From the unified shader perspecitive, this is a heavily vertex biased situation, all pipelines can be (and are) allocated to vertex work.
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    xbox360 gpu explained...or so

    Someone has. I agree with the rest you wrote.
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    xbox360 gpu explained...or so

    You did. Here: Our discussion shows this claim wasnt correct. Are you insulting me? Hope not.
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    xbox360 gpu explained...or so

    No. Which substantially different from your previous claims (vertices always take priority over pixels). Pixels take priority over vertices to improve blancing most of the times. This is stating the obvious.
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    xbox360 gpu explained...or so

    Which is by far the most common scenario and the one to optimize for.
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    xbox360 gpu explained...or so

    We are discussing about which element is processed (transformed as you say) first. In this context "input vertices" and "transformed vertices" are two completely different concepts, although there's a 1 to 1 mapping between the two concepts. An input vertex has clearly not been processed...
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    xbox360 gpu explained...or so

    New vertices are fetched (but not processed according to the patent) in advance and stored in the queue. Bubbles or not, in the very rare case there's no fragment to process, vertices must be processed to produce new fragments. This situation is better than processing vertices first; each...
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    xbox360 gpu explained...or so

    Me and Dave discussed the incongruence in PM. It turns out we had inputs at two different levels from ATI. We can't disclose the specifics about it, but it looks like the high level load balancing algorithm is to "always" give precedence to pixels (which is natural), where my "always" would have...
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    xbox360 gpu explained...or so

    Which are two quite different concepts. If there's no fragment to process, vertices will be processed to produce new fragments. That's easy.
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    xbox360 gpu explained...or so

    I agree with you on this. That's exactly the same thing I understood from reading that passage. And that's more or less on the same line of reasoning we heard from ATI.
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    xbox360 gpu explained...or so

    I can't understand why priorization of fragments is a bad thing in a fragment limited situation. It looks like the opposite to me: in a fragment limited scenario you likely want to process as many fragments you can to not fill up the queue and stall. Can you elaborate this point please?
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    xbox360 gpu explained...or so

    This kind of stall might happen but it's an infrequent situation. You want to optimise the most frequent situation though. This policy would lead to two problems: - the first is with complex vertices holding fragments to go through, starving the rest of the pipeline (this isnt such a big...
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