darn it ! lol enjoy itSorry, I think I messed up somehow and they're sending it to me instead. My bad entirely, apologies.![]()
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darn it ! lol enjoy itSorry, I think I messed up somehow and they're sending it to me instead. My bad entirely, apologies.![]()
How can it not be visible in shader when it is a dedicated type with pixel-level synchronization semantics in the shader? e.g. Intel advertises their implementation with the critical section starting at the first access touching the ROV resource.That's a rasterizer feature. Not something that would be visible in shader.
https://software.intel.com/en-us/gamedev/articles/rasterizer-order-views-101-a-primer
The shader compiler will automatically insert a synch point at the first instance of the RGBE buffer read.
AMDs slides show up to 30% memory bandwidth usage reduction when DSBR is active: https://goo.gl/images/3TdRmp. This clearly shows that their tile-based renderer and on chip-binning ("fetch once") is working properly.so, its confirmed that AMD failed to implement successfully tile-based rendering in Vega?
However we don't know whether the occlusion culling ("shade once") is enabled and/or working. Per pixel occlusion culling would directly reduce the number of pixel shader invocations, and would bring other gains (reduced ALU/TMU use) in addition to reduced memory bandwidth use. "Shade once" should improve performance also in games that aren't memory bandwidth bound.
Interesting bin an betches are flexible? Does Nvidia can do this?This slide was pretty recent. "Optionally performs deferred rendering step".
Nvidia's tile size is adjusted based on the amount of pixel and vertex data that can be fit into its allocation on-die.Interesting bin an betches are flexible? Does Nvidia can do this?
Any hints? Pweeeaaaasee?VERY INTERESTING!!!!!
Sorry, it just bursts out occasionally when I'm not technically allowed to say anything. My apologies, I'm just a bit excited.![]()
Which still begs the question, where is their effect on performance?If I'm understanding Rys correctly, Primitive Shaders don't require developer input. They're applied automatically in driver.
I figure you will only see it in geometry heavy scenarios. I don't think GCN is geometry bottlenecked in most games contrary to popular belief.Which still begs the question, where is their effect on performance?
I figure you will only see it in geometry heavy scenarios. I don't think GCN is geometry bottlenecked in most games contrary to popular belief.
Most current games would be trying to stay within the storage limits of the board. Vega has a decent to generous amount, which makes many games insensitive to any paging enhancement. Until more than just a few architectures can handle large allocations without choking, games will have to remain insensitive. Most of the HBCC's features and capabilities are wasted on gaming.Also, I think too many people are underestimating HBCC, and the ability to store micro-code within vega. Doesn't that mean, RX Vega can load Vulkan, or DX12.1 microcode into local stores, like the 1X claims to do.. ?
Could you ask him if thats DX11 and DX12 or DX12 only?
If I'm understanding Rys correctly, Primitive Shaders don't require developer input. They're applied automatically in driver.
Invoke the primitive shader through whatever API or mechanism AMD eventually provides. It seems the point of primitive shaders was to make their binning and work distribution more flexible. So a programmer could write a new, more efficient paths or fall back on the traditional pipeline. The actual fast paths likely follow a path beyond the limits of the traditional pipeline. Doesn't mean they can't defer interpolation or automatically perform other optimizations. Key difference being what used to be a driver optimization is becoming exposed to devs. Big chunk of the black box there.It was my understanding that the NGG Fast Path -culling would require use of primitive shaders, too. If they're done automatically, how can developer make sure NGG Fast Path -culling is used instead of the 'native', too?
With the recent open world craze and modding it will likely be used. Fallout 4, Skyrim, etc can easily use all available memory as gamers load all sorts of models and texture packs. Limited only by acceptable performance. HBCC is likely the key feature Bethesda was after as it would aid old and new games. Cases where the dev can't control the scene as a gamer plops objects everywhere inevitably building some giant castle.Until more than just a few architectures can handle large allocations without choking, games will have to remain insensitive. Most of the HBCC's features and capabilities are wasted on gaming.
Truly a wonder that a programmable replacement for the first stages can actually perform its most basic task and replace them.I dunno man, according to Reddit we're going to need Raja and Lisa to say it on a live stream in front of a large audience because we're not REALLY REALLY sure he was talking about primitive shaders.
The cited statement is literally saying it is not being exposed to devs. It was noted that GFX9 merged several internal setup stages, seemingly combining the stages that generate vertices that need position calculation and then the stages that processed and set them up. That sounds like it has to do with primitive shaders, or is what the marketing decided to call primitive shaders.Key difference being what used to be a driver optimization is becoming exposed to devs.
The stats I've seen for the gaming customer base may be out of date by now, but most systems they'd be selling to would be less well-endowed than a Vega RX. I do not think they are going to abandon those systems, and as such counting on a Vega-specific feature outside of coincidental use seems unwise.With the recent open world craze and modding it will likely be used. Fallout 4, Skyrim, etc can easily use all available memory as gamers load all sorts of models and texture packs. Limited only by acceptable performance. HBCC is likely the key feature Bethesda was after as it would aid old and new games. Cases where the dev can't control the scene as a gamer plops objects everywhere inevitably building some giant castle.