I'm not so sure I understand this fully, but don't you need the triangle setup to rasterize? :|What does triangle rate have to do with rasterisation rate or the count of rasterisation units?
I'm not so sure I understand this fully, but don't you need the triangle setup to rasterize? :|What does triangle rate have to do with rasterisation rate or the count of rasterisation units?
No. It might only be revealed by some tiling-aligned shading tests, which then run the risk of falling foul of other aspects of the architecture/data-storage (i.e. textures) that are also tiled.Do you know of any way to test this case properly?
Yes. One triangle could generate 1 or millions of rasterised fragments, which is why a triangle throughput test doesn't say anything meaningful about the organisation of rasterisation (or what other effects might be seen in the way work is scheduled).I'm not so sure I understand this fully, but don't you need the triangle setup to rasterize? :|
But if it's true that there's two of them then that is technically interesting. See, you keep saying it's nothing but a marketing detail.
What does triangle rate have to do with rasterisation rate or the count of rasterisation units?
Yes. One triangle could generate 1 or millions of rasterised fragments, which is why a triangle throughput test doesn't say anything meaningful about the organisation of rasterisation (or what other effects might be seen in the way work is scheduled).
Sure if you assume the author of the test is retarded
Keeping with the double-up theme, AMD has added a second rasteriser and hierarchical-Z processor to ensure the rest of the GPU can keep up with the kind of workloads it is given. The last thing AMD wanted was for the GPU to not be able to convert complex wireframe meshes into pixels fast enough, and have portions of that massive bank of stream processors left idle.
DirectX 11 introduces multi-threaded rendering for the first time, but it wasn't clear whether the dual rasterisers required Microsoft's latest API to function correctly. When I enquired about this, AMD said that both rasterisers are accessible all of the time. AMD achieved this by modifying the set-up engine, geometry dispatch unit and ultra-threaded dispatch processor so that the two rasterisers work on two 16-pixel scan converters that each focus on non-overlapping pixels.
In other words, it sounds as if the GPU can use both rasterisers no matter the game or DX version it uses – we’ll have to wait until DX11 is released and we have some DX11 games to verify this though.
Poor Jawed would be pissed off.
He shouldn't be. Dave already explained on these very forums what the story is. As for the bit-tech quip, no comment.
I must have missed that one.
Native 14 SIMD design?
soon to appear here: HD5770 with 1120SP's (not 800)
Well, I guess that's confirming RV870 has more than 20 SIMDs, and probably more than a 256bit MC.
How so?Well, I guess that's confirming RV870 has more than 20 SIMDs, and probably more than a 256bit MC.