No love for those new second gen T6xx cores?
I wonder a little bit about the "Adaptive Scalable Texture Compression"; especially about the bit-rates (3,56bit/pixel???) and which competitors will use this ASTC too?
It sure seems likely that NVIDIA will use this.
Quite the contrary I think, this standard was agreed upon by several companies. I suspect you have to support it to not get obsolete rather sooner than later. Well maybe not really absolutely necessary for this generation of chips but it can't hurt. ETC support will be necessary, but it is nowhere near as flexible and not that useful for some textures.I wonder a little bit about the "Adaptive Scalable Texture Compression"; especially about the bit-rates (3,56bit/pixel???) and which competitors will use this ASTC too? The market share of the Mali-GPUs was not so great last time I checked. So a additional Texture-compression standard from "someone" could be a waste of time, even if it is a Kronos-Standard.
The T-628 has 2 ALUs per core while the T-658 has 4 ALUs per core so ARM considers the latter to be compute focused.Could anyone explain the architectural differences between T-62x and T-65x?
I see both the T-628 and T-658 as "8-core" GPUs, so what's the difference? Clocks and power budget?
Hi;
after visiting the website from ARM I have to say that I'm rather impressed with ASTC now. ASTC seems to be the texture compression format to "rule them all". The only downside seems to be, that it will be implemented in two stages in all(?) GPUs, except Mali as "LDR" und "Full". I want to see ASTC-"Full" now.
http://blogs.arm.com/multimedia/643...m-pushes-the-envelope-in-graphics-technology/
http://blogs.arm.com/multimedia/754...texture-compression-at-hpg-conference-part-1/
http://blogs.arm.com/multimedia/755...texture-compression-at-hpg-conference-part-2/
http://blogs.arm.com/multimedia/771-arms-astc-adopted-by-khronos-group/
ASTC seems very promising against PVRTC and ETC2. I wonder how it compares against PVRTC2?Hi;
after visiting the website from ARM I have to say that I'm rather impressed with ASTC now. ASTC seems to be the texture compression format to "rule them all". The only downside seems to be, that it will be implemented in two stages in all(?) GPUs, except Mali as "LDR" und "Full". I want to see ASTC-"Full" now.
http://blogs.arm.com/multimedia/643...m-pushes-the-envelope-in-graphics-technology/
http://blogs.arm.com/multimedia/754...texture-compression-at-hpg-conference-part-1/
http://blogs.arm.com/multimedia/755...texture-compression-at-hpg-conference-part-2/
http://blogs.arm.com/multimedia/771-arms-astc-adopted-by-khronos-group/
nice, but shame it doesn't get OpenGL ES 3.0 compliance.