Ati's Technology Marketing Manager @ TechReport

Discussion in 'Graphics and Semiconductor Industry' started by Evildeus, May 24, 2004.

  1. Evildeus

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  2. mikechai

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    Lots of great info for ATI.

    Summary:-
    1. Catalyst drivers will be updated monthly.
    2. Supports for FP32 needs 33% more transistors.
    3. No F-buffer in SM2.0b (directx9).
    4. Shaders in the Ruby demo kind of range are what you can expect to see running at decent frame rates in real time on an X800.
    5. How useless is SM3.0
    6. Temporal AA will be exposed in future drivers for the older Radeon.
    7. The adaptive Trilinear filtering on X800 is same or better IQ than R3xx full trilinear filtering.
    8. ATI satisfied with its OpenGL performance.
    ________
    K Engine
     
    #2 mikechai, May 24, 2004
    Last edited by a moderator: Mar 12, 2011
  3. Evildeus

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    On OGL i would desagree, and un F-buffer, it's not exposed... Otherwise, i need to read more in detail what he said, but he tried to show the advantages of X800s which is normal.
     
  4. bloodbob

    bloodbob Trollipop
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    I found this interesting
    So basicly that is saying brilinear is fine.
     
  5. CJ

    CJ
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    At the bottom of page 5 it implies that the R300 derived chips also support two pixels per clock provided that MSAA is enabled. Does this mean that the R3x0 based chips can do a maximum of 16 Z/Stencil ops per clock (even when color writes are enabled) when AA is turned on? Is this a correct assumption?
     
  6. madshi

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    Sorry? That's not how I understand this quote.
     
  7. Xmas

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    Two samples per clock. Not two pixels. But otherwise, it's a correct assumption.



    This part is clearly misleading. GeForce 6800 can also output 32 samples per clock with color data. But only 32 pixels without color data.
     
  8. Bjorn

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    This part was pretty interesting:

     
  9. Heathen

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    I got the impression here:

    that it's available, or will be available, in the GLSL compiler.
     
  10. tEd

    tEd Casual Member
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  11. Evildeus

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    Good to know, that's new!
     
  12. Bolloxoid

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    No. "Brilinear", à la Nvidia, is applied across the board, regardless of whether it causes visible boundaries or not. And it does.

    Not the same as a dynamic, adaptive algorithm.
     
  13. Geo

    Geo Mostly Harmless
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    Well, since Wavey has told us they are rewriting their OGL drivers from the ground up it would seem they can't be too satisfied.
     
  14. WaltC

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    I still don't think it can do anything other than 32 Z or stencil *ops* per clock, with still a maximum of 16 *pixels* per clock rendered to screen. As far as pixels themselves go--pixels rendered to screen--black & white pixels are as much "color" pixels as any shades of red, green, or blue pixels. To get a maximum of 32 pixels per clock rendered to screen you'd need 32 pixel pipelines operating in parallel. But you've only got 16. Ops are not pixels--huge difference--you can't see an "op" on screen, as pixels are the smallest rendered screen elements there are.
     
  15. bloodbob

    bloodbob Trollipop
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    Brilinear removes the "boundary between mip map levels" artifact.

    So therefore it trilinear serve's no greater purpose then brilinear.
     
  16. bloodbob

    bloodbob Trollipop
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    Brilinear removes the "boundary between mip map levels" artifact.

    So therefore it trilinear serve's no greater purpose then brilinear.
     
  17. bloodbob

    bloodbob Trollipop
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    Your point is? whats that got to do with the time of day or my quote.
    Okay I'll rephrase "So basicly that is saying brilinear is fine for a trilinear replacement".

    I think you find the the nvidia doesn't create visible boundaries as their but it creates a uniform LOD band but that same thing happens with bilinear away from the mipmap transistion.
     
  18. ANova

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    Actually they are satisfied, currently. The X800 can handle all current OGL games at perfectly reasonable framerates. The 6800 may run them faster but 180 fps in Call of Duty doesn't really matter if the X800 can run it at 150 fps. As was mentioned in the interview, Doom 3 will be the first truely demanding OGL game to come out in awhile and I'm betting the driver set with the updated OGL code will be soon to follow once the game is released (if not before or at the same time).
     
  19. Evildeus

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    That will be a wait & see like for a long time with Ati & OGL :(
     
  20. bloodbob

    bloodbob Trollipop
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    ATI still might work something out with GLSlang support. They have some supposedly talented guys working on the compiler and if they can get it to work good it will be great. The thing is the dependant texture reads might end up killing the preformance as they can only handle 4 per pass by the looks of the DX 9 2.b shader specs.
     
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