JF_Aidan_Pryde
Regular
Today's GPUs typically have around 20GB/s of bandwidth. A few questions on bandwidth for this gen and the next:
It's been said that as shaders get more complex, memory bandwidth will become less important. Current benches (3DMark05 included) doesn't show this; performance scales better when memory is overclocked versus core. This could change in the future. Do you think this will be the case?
There's the idea that going forward, colour and z access is going to become less important. Texture access on the otherhand will become more important. (Possibly due to increased use of render to texture) Agree/Disagree? Thoughts on this matter?
A (probably incomplete list) on consumer of bandwidth:
- Reading of geometry data
- Reading of textures
- Colour & Z access
- Stencil
- AA
Could someone guestimate, for a typical game (say Half-Life 2), with 4x MSAA, what's a breakdown of the bandwidth numbers in percentages?
Eg. Out of 100% Bandwidth:
30% Texture acess (texture maps, rendering to texture etc)
30% Colour/Z
20% Stencil
20% Geometry
It's been said that as shaders get more complex, memory bandwidth will become less important. Current benches (3DMark05 included) doesn't show this; performance scales better when memory is overclocked versus core. This could change in the future. Do you think this will be the case?
There's the idea that going forward, colour and z access is going to become less important. Texture access on the otherhand will become more important. (Possibly due to increased use of render to texture) Agree/Disagree? Thoughts on this matter?
A (probably incomplete list) on consumer of bandwidth:
- Reading of geometry data
- Reading of textures
- Colour & Z access
- Stencil
- AA
Could someone guestimate, for a typical game (say Half-Life 2), with 4x MSAA, what's a breakdown of the bandwidth numbers in percentages?
Eg. Out of 100% Bandwidth:
30% Texture acess (texture maps, rendering to texture etc)
30% Colour/Z
20% Stencil
20% Geometry