Recent content by Lurkmass

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    Nintendo Switch 2

    Perhaps mostly in 'theory' but "real practice" looks awfully different with the footages so far ...
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    Nintendo Switch 2

    @Bold I assume that they're showing their best presentation in "docked mode" and the only comparable reference points we have so far are Elden Ring (1080p/30hz), FFVIIR/Intergrade (1080p/30hz), and CP2077 (dynamic 540-1080p/30hz so lower floor/higher ceiling than PS4 render res at 720-900p)...
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    Nintendo Switch 2

    Tegra-based products don't officially support DLSS and if you want a possible explanation, depending on how pared back their GPU configuration is their graphics performance can be potentially upto ~4-5x slower compared the slowest desktop RTX graphics card. DLSS frametime cost scales with output...
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    Nintendo Switch 2

    They haven't disclosed anything of the sort so far and I don't think any IHV has went ahead to claim credit either ...
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    Nintendo Switch 2

    I assume that they're doing native binary execution on the CPU side (ARM designs have been consistent about long term ISA support until features become deprecated later on) while they're emulating the GPU since hardware generations over there often featured new incompatible architectures ... I...
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    Nintendo Switch 2

    So they are doing software BC (as exhibited in a somewhat extensive initial list of incompatibilities) but it'll take some time to get an idea of how good their 'coverage' (emulation errors & speed) is of the solution since many games are undergoing testing ...
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    What do you mean by this ? Open source driver developers actually DID implement task shaders WITHOUT firmware support ... And it's not like developers can't implement task shader functionality on their own with existing APIs already! Task shaders have only one job and that's to generate an...
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    I don't think the value of mesh or primitive shaders is up for debate anymore since we're seeing some genuine use cases for them but there's definitely some room for skepticism for the other parts of the mesh shading API itself like amplification shaders because it is somewhat doubtful that AMD...
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    From independent testing, there's no real advantage of official support for amplifications shaders. If you want maximum performance, you're better off just using ExecuteIndirect (for indirect draws) with a compute shader pre-pass ...
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    Direct3D feature levels discussion

    For now my post maybe premature but I hope you realize that just because WebGPU opted for a textual shading language like WGSL over a binary representation like SPIR-V doesn't mean that Vulkan can't be a 'universal' graphics API because why else would Microsoft choose to adopt SPIR-V or put in...
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    AMD RDNA5 Architecture Speculation

    This sounds like an oxymoron ... Are you claiming otherwise that current compute applications released in mind as compatible GFX9.x binaries will somehow run 'unmodified' on AMD's other HW generations without a porting process ? (even at the source level, code can rely on HW implementation...
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    Spinoff - Let's talk about Apple, gaming, and GPU performance

    Their fixed function HW design hasn't really changed all that much before the point of divergence (much of it still based on Imagination) but their ISA is supposedly custom ...
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    Spinoff - Let's talk about Apple, gaming, and GPU performance

    How can they not make separate architectures at this point ? Mobile graphics lives in an alternate reality where forward rendering is still the default lighting technique with questionable compute shader perf. Low geo density of mobile content and their carefully minimized renderpasses (goes out...
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    Spinoff - Let's talk about Apple, gaming, and GPU performance

    GPU-driven rendering is still a pain point for mobile GPUs in general and many PC/console ports don't make good use of renderpass APIs too (because it's not required for D3D12!) so I believe we DO actually have a good idea of their source of bad performance and I think Apple's own engineers know...
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    Spinoff - Let's talk about Apple, gaming, and GPU performance

    Shader replacement can't really explain the major gap and if a game is "poorly optimized" on their hardware, that's almost certainly because Apple GPU designs aren't used to PC/console graphics workloads (they don't see many releases of graphically high-end games so they hardly have any...
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