Recent content by pixeljetstream

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    Modern and Future Geometry Rasterizer layout? *spawn*

    just a reminder there is some content available describing the pipeline for NVIDIA presentation (2016) https://on-demand.gputechconf.com/gt...-rendering.pdf blog (2015) https://developer.nvidia.com/content...gical-pipeline nvidia's hardware can pack quads from different triangles into a...
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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    rasterization is still used in all those hybrid renderers in games, no primary rays.
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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    Thanks. Things are clearer now. Not sure what this is for, but assuming it's mostly personal project, do "both" and experiment like crazy. You can record your custom hits and shade later in compute and compare. "It depends" is universally true, so it's unlikely you get a "do this" reply. The...
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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    @JoeJ. I fail to see how research just using compute is blocked. But I also disagree with you that a 2x or more is not worth putting in hw. As for API design, here I think it's totally valid to criticize the exact abstraction chosen. But you have to start somewhere. If you start too low, it's...
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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    Personally I am more on the rasterization side of things, but I think having an alternative to 3d textures for spatial lookups is great, and I see dxr just as a beginning to something more generic after a bit of evolution.
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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    Hopefully this doesn't sound arrogant, but @JoeJ the abstraction chosen for dxr is intentionally hiding details about what the rtcores can do. Given Nvidia has been actively working in GPU raytracing for a decade and has amassed tons of experts on raytracing in general (siggraph papers etc.)...
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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    @JoeJ have you not seen SEED's slides, they showcase Turing vs Volta https://www.ea.com/seed/news/siggraph-2018-picapica-nv-turing Imo you underestimate the power and area benefits of FF units.
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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    Happy new year. Unfortunately pcgh unnecessarily jumped the gun and prematurely made a lot of fuss. The latest numbers as well as different users trying to compare in Rotterdam map show improved perf for Turing.
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    Nvidia Turing Architecture [2018]

    Yes. @ToTTenTranz that's pretty good explanation. Just a clarification about "cache in fronted": there are new instructions to read/write more of the output/input data. For NV architecture, typically stored in L1/SMEM shown in the presentations linked here: There is no need for "units" as such...
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    Nvidia Turing Architecture [2018]

    Indeed. Imo the feature was very well received among developers, technical material/conference presentations exists and we actively engage with developers. From that point I am not worried. Marketing it to consumers is a question of having applications/titles that use the tech. This will take a...
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    Nvidia Turing Architecture [2018]

    Thought we have solved that on the other forum ;) Since several generations there is no dedicated "shaders" in hw anymore but all vendors use unified approaches. The hw (SM/CU etc.) executes generic shader code from any shader stage.
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    Battlefield V reflection tech *spawn

    Right. the problem space simply shifts. In lighting/shading RT becomes easier/simpler to use and setup. But feeding and managing a global scene now becomes tougher, given 2d raster allowed so many tricks (particles etc.) and you could cull aggressively. Devs for sure will present their findings...
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    Battlefield V reflection tech *spawn

    Turing got a few instructions to aid texture space shading as well, so there is a lot of flexibility in approaches possible. https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GL_NV_shader_subgroup_partitioned.txt...
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    Battlefield V reflection tech *spawn

    It's fairly important imo to get developers something "hands on" to play with, there is just too much levels of complexities that you need to try it for real (and account for developers finding different approaches). So the statement about delaying it, imo doesn't give you the best results if...
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    Nvidia Turing Architecture [2018]

    Yes I get your point. In general most of the "low level" Turing features are not easy to present to consumers, given they bring evolutionary pipeline improvements that developers understand, rather than something flashy like RT reflections ;) And for true procedural research (plants etc.) was...
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