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      Love_In_Rio reacted to Arun's post in the thread PS5 Pro *spawn with Like Like.
      BVH4 is just broken in my opinion, 64-byte per BVH4 with 128-byte cachelines doesn't make sense, you're still fetching the 2nd set of 64...
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      Love_In_Rio replied to the thread PS5 Pro *spawn.
      FWIW:
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      Love_In_Rio replied to the thread PS5 Pro *spawn.
      It seems so, in Tom Henderson's leaked docs extended info article: In addition: 30 WGPs running specialised BVH8 traversal shaders vs...
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      Love_In_Rio replied to the thread PS5 Pro *spawn.
      AMD so far has no traversal hardware, only intersection resolve units. Traversal is software based and thats why is more cache sensitive...
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      Love_In_Rio replied to the thread PS5 Pro *spawn.
      RDNA 3.5 is BVH4x1, like 7700XT. PS4 pro has double the processing capability of ray intersects with BVH8x2 (8 BVH boxes and 2 triangles...
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      Love_In_Rio replied to the thread PS5 Pro *spawn.
      Who designed Tempest engine?. Is a CU without cache and with an DMA controller added based on the SPU design, made with AMD blocks with...
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      Love_In_Rio replied to the thread PS5 Pro *spawn.
      They are getting 2 cells inside with 5 integer units per SPU instead of 4 floating point ones+1 integer one. ;) Well, seriously, they...
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      Love_In_Rio replied to the thread PS5 Pro *spawn.
      Going from a RT unit capable of BVH4 to BVH8 plus going from 36 CUs to 60 explains the 2x-3x improvement and allows for wider BVH...
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