qwerty2000
Newcomer
One question does all of these sony graphics patents are going into the ps3?
The balance between the ops is dictated by the hardware to programmer, not the other way around. Generally speaking, if lots of texture makes sense on your target platform, you will use them, if it doesn't, you will not. There's nothing inherently good on using one approach or the other just for the sake of it.Panajev said:but while I see the ratio of Texture Fetches vs Math Ops decreasing, I still do not see a decrease in use of Texture Ops from what we do now, instead I still see an increase ( which seems to be matched by a possible increase in Texture Fetch latency ) just one that is not as fast as the increase in Math Ops usage.
Well if you were switching primitive contexts, each switch would effectively stall the pipeline inside the APU, which I think would be much more of a performance issue than the cost of memory copy for the context switch.As food for thought, can you please expand on this point please ?
Fafalada said:The balance between the ops is dictated by the hardware to programmer, not the other way around. Generally speaking, if lots of texture makes sense on your target platform, you will use them, if it doesn't, you will not. There's nothing inherently good on using one approach or the other just for the sake of it.Panajev said:but while I see the ratio of Texture Fetches vs Math Ops decreasing, I still do not see a decrease in use of Texture Ops from what we do now, instead I still see an increase ( which seems to be matched by a possible increase in Texture Fetch latency ) just one that is not as fast as the increase in Math Ops usage.
I wasn't really referring to console stuff that much as the shaders there are barely worth their name compared to what's coming up. So while you will likely do a couple more texture lookups relative to those too, the total shader ops will increase exponentially...Panajev said:Do you really see graphics engines in the next-generation using even less texture variety than what you see in PlayStation 2 games?
No joke, man... Jennifer Garner is a hottie! (Ok, so perhaps her mouth is a bit scarily-large, but still.)Paul said:Twas a joke.
IRC in Nov. the original GeForce was out. Didn't it have 4 pipes?
David_South#1 said:I believe they are asking you about XDR DRAM.
As in off processor memory.
*Smile*
It's interesting. Some of the terms on your list seem familiar.
It's better to learn what they mean. Not just group them into a list.
16x FSAA.. heh, I'm curious how much memory you will say.
cthellis42 said:How come there are no PRO aliasing methods? Why does everyone always have to be against it?
Hmm... very true! Otherwise everyone could just keep slipping down them!Jov said:I am Pro aliasing when I want staircases in my game!!
ERP said:Wouldn't want to put a number on it at this point. Besides I'm not working on a racing game at the moment.
But I will predict that the real limit will be memory, depending on what you think memory sizes will be it'll give you a solid ballpark number.
The real big incrases this time will be in pixel processing that's where you'll see the huge leaps in performance.
cthellis42 said:How come there are no PRO aliasing methods? Why does everyone always have to be against it?