Up to now, at least in the performance sector, it's been the case that TBR computational overhead exceeds its bandwidth benefits, and BFRs have therefore remained dominant.
Despite the advantages that a tile based system offers, the method has come under fire recently. Most notably, the lead programmer at Epic Games, Tim Sweeney, recently mentioned that implementing a T&L subsystem on a tile based renderer was next to impossible.
xGL said:http://www.anandtech.com/video/showdoc.html?i=1435&p=3
Despite the advantages that a tile based system offers, the method has come under fire recently. Most notably, the lead programmer at Epic Games, Tim Sweeney, recently mentioned that implementing a T&L subsystem on a tile based renderer was next to impossible.
Kristof said:For KYRO the CPU does TnL, does it really matter if the CPU or a Hardware GPU TnL unit does the work ?
Instead of the CPU sending transformed (VS processed) vertices to KYRO a hardware vertex shader could do it... there is really no difference and there is no problem with the tile based design and vertex shaders or hardware TnL.
I think this all again boils down to the same old claimed issue of parameter storage where they reason that TnL of some form will blow the parameter storage size up due to increased numbers of vertices/polygons...
K-
xGL said:http://www.anandtech.com/video/showdoc.html?i=1435&p=3
Despite the advantages that a tile based system offers, the method has come under fire recently. Most notably, the lead programmer at Epic Games, Tim Sweeney, recently mentioned that implementing a T&L subsystem on a tile based renderer was next to impossible.
Perhaps it has to do with some difficulty in imagining that the fragment side of the GPU could be working on frame n while the vertex side works on frame n+1?? Otherwise my best guess is that the paraphrase is not exact or was taken out of context.
Ailuros said:DaveH,
Perhaps it has to do with some difficulty in imagining that the fragment side of the GPU could be working on frame n while the vertex side works on frame n+1?? Otherwise my best guess is that the paraphrase is not exact or was taken out of context.
www.metagence.com
Anyone have a guess on my question or did I touch a too hot topic there? TBDRs and T&L is quite ancient.
Ailuros said:...
Does anyone consider shader task switching in the pixel shader to be a problem for a TBDR?
And I'm still surprised Sweeney would have said something like that.
Ailuros said:I can't believe you missed Sweeney's comments back then when the K2 was announced. It created quite a few heated discussions.
Tim - It's a competent TNT2 class chip, and the sorting and alpha-testing artefacts of past generations seem to have been sorted out successfully. But, like every generation of PowerVR hardware before it, it's a day late and a dollar short. It lacks support for basic DirectX7 (yes, 7!) features like cube maps. The kyro developers are cool guys, so it pains me to say that this is just not a viable piece of hardware in the market it's trying to compete in.
1) The hardware T&L games are just beginning to come out now, which makes it a particularly bad time to spend $150 on a non-T&L graphics card. That's the flaw in using 1999 games to benchmark a 2001 graphics card: it ignores the larger issue of whether the card will be appropriate in the 18 to 24 months between a typical gamer buying the card, and when he buys his next 3D card.
That's the thing with these tile renderers, they've always run great with the older games, then had the compatibility and performance problems with newer games as they started coming out. I'm really sure that any game you buy 18 months from now will run acceptably well on a GeForce2 MX, but I have big doubts about that with Kyro II.
So, if your question is whether Kyro II runs UT and Q3 well, the answer is unquestionably YES, as proven by the benchmarks, it's really good at UT and Q3. If you're asking whether I think it's a good card for gamers to buy now, planning on being able to use it for games coming out over the next 18 months, then no, I just don't think that's a good idea.
xGL said:http://www.anandtech.com/video/showdoc.html?i=1435&p=3
Despite the advantages that a tile based system offers, the method has come under fire recently. Most notably, the lead programmer at Epic Games, Tim Sweeney, recently mentioned that implementing a T&L subsystem on a tile based renderer was next to impossible.
Well, you've succeeded in confusing meAiluros said:Perhaps it has to do with some difficulty in imagining that the fragment side of the GPU could be working on frame n while the vertex side works on frame n+1?? Otherwise my best guess is that the paraphrase is not exact or was taken out of context.
www.metagence.com
xGL said:Sweeney was right when he said they weren't viable solutions : just look at the hard time kyros are getting with any modern game which require T&L
Are you being sarcastic?xGL said:Sweeney was right when he said they weren't viable solutions : just look at the hard time kyros are getting with any modern game which require T&L
Well, you've succeeded in confusing me.
Perhaps it has to do with some difficulty in imagining that the fragment side of the GPU could be working on frame n while the vertex side works on frame n+1??
And the CPU may have moved on to N+2 I see what you mean now but linking to Meta/Metagence just threw me.Ailuros said:N in relation to N+1 just brought multithreading into my mind. Was I that confused?