Recent content by Novum

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    NVIDIA Game Works, good or bad?

    It's used in the first level of Crysis 3
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    Vulkan/OpenGL Next Generation Initiative: unified API for mobile and non-mobile devices.

    Oh god, please not another API. Metal is infuriating enough already. There was zero reason to adopt it vs. Vulkan besides NIH syndrome.
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    Direct3D feature levels discussion

    From a hardware perspective I never thought it made much sense that UAV read/writes should only be possible in the pixel shader. It all executes on the same compute units. But obviously there must have been a reason from at least one IHV to not allow it. My guess would be Intel.
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    AMD: Speculation, Rumors, and Discussion (Archive)

    I can assure you that there are lots of computations in real-time 3D graphics that would be just fine in FP16 without any noticeable quality loss. And this is unlikely to ever change.
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    AMD: Speculation, Rumors, and Discussion (Archive)

    This is probably wrong. Even if the ALU throughput is the same, you still have less register pressure and therefore a higher compute unit occupancy. But one could also imagine a higher throughput with FP16 in some GPUs in the future even on the desktop. Some circuitry scales non-linear with the...
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    Two Channel Color Compression

    Maybe de-interleave before using the cubemap? Yeah, not ideal, I know.
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    Two Channel Color Compression

    Crysis 3 uses a two channel YCbCr framebuffer http://www.slideshare.net/TiagoAlexSousa/rendering-technologies-from-crysis-3-gdc-2013 Luminance is written every pixel, chrominance is interleaved.
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    NVIDIA Maxwell Speculation Thread

    FP32 was "enough" in the end, but Occupancy isn't that great. Yes the compiler definitely is also a problem.
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    NVIDIA Maxwell Speculation Thread

    I meant modern GPUs obviously :) Interesting. I definitely would like to see that. We had that problem in our tile based lighting compute shader and FP16 would have likely be more than enough precision for a lot of the calculations there.
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    NVIDIA Maxwell Speculation Thread

    Well for integer it definitely could work (int24 is faster than int32), but I don't think that any desktop GPU at the moment has hardware support for <FP32. Correct me if I'm wrong.
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    Slow D3D buffer creation

    It might. But to be honest your usage pattern is just really uncommon. I don't think drivers optimize for that.
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    Slow D3D buffer creation

    If you don't update them every frame, you should potentially not use D3D11_USAGE_DYNAMIC. This is a good read on buffer management: https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/Efficient_Buffer_Management_McDonald.pdf
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    Slow D3D buffer creation

    Why do you need 15000 dynamic vertex buffers? Are you really updating that data after you wrote it once?
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    NVIDIA Maxwell Speculation Thread

    DX12 should work on all Kepler an Maxwell chips, just not with all the fancy features, but all the CPU side performance improvements.
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    Native FP16 support in GPU architectures

    I sometimes wish modern GPUs still had FP16 support. Not even because of throughput, but because of register file pressure. We have compute shaders were occupancy was a real problem.
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