I really hope they implement these and other IQ features, more flexible SGSSSAA for example.
SSAA is enough, why do you want SGSSAA ( the simil SSAA made by Nvidia but who is not Supersampling AA ? )
I really hope they implement these and other IQ features, more flexible SGSSSAA for example.
SSAA is enough, why do you want SGSSAA ( the simil SSAA made by Nvidia but who is not Supersampling AA ? )
SGSSAA = Sparse Grid SuperSample AA
just "SSAA" can refer to SGSSAA, RGSSAA or OGSSAA (from best to worst)
So Hawaii has 8 ACES, could PS4 then be Hawai based?.
So Hawaii has 8 ACES, could PS4 then be Hawai based?.
So I guess people hoping for a L2 cache increase are disappointed (just the increase due to more MC channels, no additional doubling).
Doubling the number of geometric blocks and led to an increase in units RBE, which positively affected the rate of filling of pixels (pixel fillrate). Important role in this was played by the parameter optimization cache in the second level L2: increased its volume (from 768 KB to 1 MB AMD Radeon R9 290X) and internal bandwidth (with 700 MB / s to 1Tb / s AMD Radeon R9 290X).
Hawaii GPU has more L2 than Tahiti?
16x 64kb allocation....
Personally im surprised by the change vs GCN 1.0 .. nearly all triangle and geometry processors, rasterize have been moved inside the SM, only the ACE£s ands command are left outside. Something really similar to what you can see in Kepler or Fermi .. Alll the rest of the architecture is a follow up of this.. ( L2 cache, ROPS and Pixell fillrate )..
This arch in 20nm...( for the next serie ) will be a killer.. imagine what you can do with that in 20nm.
now i still wait about the DP rate...
SM being an Nvidia term, the shader engines distribute some things like registers and scheduling logic a little differently with the CU setup.Personally im surprised by the change vs GCN 1.0 .. nearly all triangle and geometry processors, rasterize have been moved inside the SM, only the ACE£s ands command are left outside.
Tahiti has two shader engines,each with two shader arrays. See http://forum.beyond3d.com/showthread.php?p=1785875#post1785875.That being said, some of the subdivisions in GCN appear to have already existed in the first GCN chips. The term shader engine, and how it groups CUs, was mentioned earlier in this thread. Tahiti has four.