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Fuad is as neutral as Charlie is. If you cant see Fuad's slant in his last five articles then no convincing by me can make you see that now. Lets agree to disagree on this topic, others have well and truly see Fuad's colors, if they had also mistankely thought that he was "neutral".![]()
And thats when I stopped reading your posts.
Fudo/Charlie are fanbois to the ridiculous, if you do anything but read them for humor value then I pity you.
Shall I laugh or cry? *sigh*
Do u know him or why r u insulting him like this? Fudo isnt an idiot and im shure hes much nicer than u.
So before u talk about someone else like this make shure to look in a mirror!
Thats actually good advice and I have to admit I don't try too hard to be nice.
You get preferential support, time is money.Hmm he isn't in bed with nV, I don't agree with his comments on overpriced, but I can tell you TWIMTBP doesn't bribe developers
It isn't grater. It starts in 50%...Why the increase in % is greater for the crossfire 3?
magic? :O
The anisotropic filtering still lacks samples on RV870
ATI still gets away with this stuff after years...
Further helpings of sauce reveal that AMD AIB partners in EMEA, have (unbeknownst to each of their competitors) been thrilled by the size of their own portion of the pre-order pie. HEXUS was served up such sizzling quotes as "we can't believe the [high level of] demand", "I've never seen this in years" and "we could sell everything we can get our hands on".
And our inspection of the steamy kitchen even revealed one AMD chef, blinking in incredulity at their cookie of good fortune, who exclaimed "it's ********* amazing!"
Not wanting to waste a good metaphor, it looks like the Chez Radeon is fully booked for weeks to come. However, there still remains the small matter of serving up the dishes...
I must have have mixed some of Seiler's description and Forsyth's together mentally. I had thought the full amount of the rasterization remained with the minimal front-end solution.It's a tile-level rasterisation only. So very cheap in terms of rasterisation, but requires that all vertex shading that affects the position attribute is computed.
Slide 26 says front-end is ~10% of the entire compute effort.
That would be what I was commenting about when I mentioned the lower range.The amount of data in a bin varies, you've described a heavy-weight bin. A flimsy bin with nothing more than triangle IDs would be cheap in a multi-chip solution.
Yes and no.This would make the back-end more compute-heavy, which would hide some of the latency associated with NUMA.
Would these buffers be in local memory per-chip or in the L2 caches?Consumption of vertex data is basically a streaming problem, i.e. quite latency tolerant, if you have some decent buffers.
I figured alignment issues and line problems as falling in the noise.Vertex data, due to the connectivity of triangles, strips, etc., never neatly fits precisely into cache lines, so the best approach is just to read big-ish chunks rather than individual vertices/triangles.
I have my doubts about how similar they can be.So two chips (conventional or Larrabee) consuming from a common stream are going to be slightly more wasteful in this regard - this is similar to the wastages that occur with different vertex orders in PTVC.
This would come down to the complexity and amount of independent nodes in the dependency graph.But Larrabee can run multiple render states in parallel. So most trivially you can have the two chips working independently. Whether two successive render states are working with the same vertex inputs (e.g. shadow buffer passes, one per light?) or whether they're independent vertex inputs, the wastage is down purely to NUMA effects.
Bin spread should fall if flimsy bins are used, since the tiles can be larger (which reduces bin spread).
I'm talking about running the exact same front-end setup process on both chips simultaneously, so each operation would be performed twice. There would be two bin structures, one per chip, and each chip would get portions of the screen space so that each chip can avoid writing triangle updates for non-local bins, and cores would not try to work with data from the other chip's DRAM pool unless absolutely necessary.I don't understand how you get double.
This is what I was talking about.I don't understand what you mean by PrimSet distribution. Each PrimSet can run independently on any core. The data each produces is a stream of bins. They consume vertex streams and, if they already exist, render target tiles.
Some scheduler, somewhere, must then assign bin sets to cores.
Overall, though, I would expect that a memory-bandwidth:link-bandwidth ratio of X would serve Larrabee better than traditional GPUs. You have a huge amount of programmer freedom with Larrabee to account for the vicissitudes of NUMA.
Our intel is that there will be between 50,000 and 100,000 HD 5800 series cards produced in the initial 40 nm TSMC run, with a ratio of around 4:1 in favour of the 5870 over the 5850. We also gather that the channel - as opposed to OEMs - is likely to only get around ten percent of this.
AMD deserves to be commended for the way it has wrested the graphics initiative away from NVIDIA in the past year and deserves all the rewards this should bring. But it seems to be staking a hell of a lot on one OEM by giving Dell so much of its initial allocation. Only time will reveal whether this gamble has paid off but AMD's graphics channel, other OEM partners and its consumers are unlikely to celebrate if it has once more sold its soul to Dell.
We've just got to have a caption competition![]()
I'm sorry?
AF lacking samples?
If you're talking about AA, you are grossly mistaken and will be pleasantly surprised.
No, all tessellation is done on the GPU !
The CPU does very little work.
If you read the technical document you can find how it is done.
It is done with vertex morphing.
On my GTX280 I'm getting 400 million tessellated triangles a second.
Would be slightly impossible to do this with the CPU, especially as the mesh is not a triangle strip.
He means anisotropic filtering. It looks like there are no improvements for the filtering quality and all these pictures of the new AF flower (D3D AF Tester) are a bad joke.
It's the same game as every new release: With syntethic tools and colored mipmaps we see an amazing full trilinear quality, but in the real apps (games) it's still crap.