David Kirk on HDR+AA

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Geo, I'm curious, how come you're so confident that ATI has floating point blending and AA on R520? What have I missed?...

I can sort of imagine FP10 with AA, but FP16 with AA?

I suppose it could be a way of using all that spare memory bandwidth in the new architecture...

Jawed
 
Jawed said:
I suppose it could be a way of using all that spare memory bandwidth in the new architecture...


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Jawed said:
Geo, I'm curious, how come you're so confident that ATI has floating point blending and AA on R520? What have I missed?...

I can sort of imagine FP10 with AA, but FP16 with AA?

I suppose it could be a way of using all that spare memory bandwidth in the new architecture...

Jawed

Kirk's answer doesn't really care either way, does it? In fact, as someone alluded to above, it could be read as wanting to give up on MSAA in hardware entirely for some intermediate number of years while developers get their s*it together, then seeing what they can do to accelerate the resulting developer solution(s).
 
Xmas said:
Sometimes I get this feeling that Mr Kirk completely switched to the PR department. That, or he really doesn't know what he's talking about.
Yeah WTF is he on about??? maybe his talking about bloom???

Seriously and what fud is this
It seems like an obvious thing to say, but the quality of HDR done in Shader Model 2 is less than in 3. The human visual system has quite a bit of dynamic range. When you build a picture through components, as graphics engines do, you get round-off errors as you create each object. Using Partial precision in SM2 exacerbates that problem and is less pleasing to the eye.
According to nvidia its fine to use FP16 for colour calculations so whats the difference between FP16 in SM2 and SM3?
 
Xmas said:
"But with HDR, you render individual components from a scene and then composite them into a final buffer. It's more like the way films work, where objects on the screen are rendered separately and then composited together. Because they're rendered separately, it's hard to apply FSAA (note the full-screen prefix, not composited-image AA! -Ed) So traditional AA doesn't make sense here."
Sometimes I get this feeling that Mr Kirk completely switched to the PR department. That, or he really doesn't know what he's talking about.

Would you care to give a more accurate explaination? :)
 
Jawed said:
Geo, I'm curious, how come you're so confident that ATI has floating point blending and AA on R520? What have I missed?...

I can sort of imagine FP10 with AA, but FP16 with AA?

I suppose it could be a way of using all that spare memory bandwidth in the new architecture...

Jawed

On the nitty-gritty tech end. . .heckifino. But I look back at the 24/32 argument, and I see an ATI that is 1). Very practical, while also 2). Spending a lot of time figuring out ahead of time if the limitations are going to end up smacking us in the eyeballs within the lifetime of the arch.

For the most part, those types of discussions are most relevant pre-implementation (of either new feature or enhancement to existing feature). I'd be very surprised if whatever tack they take doesn't look a lot better to the average Joe in existing games and games available over the next year, than current implementations, whatever its theoretical limitations (which of course we shall all have great fun dissecting here).
 
Did anyone else find Kirk's comments very ominous with respect to us seeing HDR+AA on Nvidia hardware anytime soon. The obstacles he described aren't going away anytime soon. He'll look pretty silly if ATi manages to give us usable HDR+AA soon though.
 
Well, in a sense his comments could have some merit in the distant future.

There's a tendency with consumer graphics, to make all the old "fixed function, implemented in hardware" capabilities "programmable". That's why we have shaders now.

Also, if the shader aliasing ("sparkly effects on shaded surfaces" is the common complaint) can only be solved by putting anti-aliasing into shader code, then you can see right there an entry-point into a programmable AA future with no fixed function hardware.

But I can't see it happening soon.

Jawed
 
Do you think there is any specific accel that can land in the ps in the future for AA? Or just making them as fast as possible in the first place?
 
Last time it was how 128-bit bus was still just peachy. . .
That's right, because as we all know, it's impossible for a GPU with a 128-bit memory bus to beat the crap out of one with a 256-bit memory bus. Notice that this is Half-Life 2 we're looking at, and not Doom 3.
 
geo said:
Do I have the wrong end of the stick then? I thot we'd moved this to the "consensus" column.

No, I think you're right (assuming that all of Wavey's hints are based on accurate info and have been collectively interpreted correctly).
 
And vice-versa:
Not too bad. On a benchmark that is known to favor ATI GPUs, the 6600GT (with a 128-bit memory bus) is within 15% of the 9800 Pro. That's not too bad.

Of course if you look at all the other benchmarks, the 6600 GT even edges out over the 9800 XT.

Now, where are those 9700 Pro numbers, so we can look at that David Kirk quote in context?

Silly comments like "oh man, DK doesn't know what he's talking about lolol!!1~ 128-bit s00x" have no place here. Maybe, just maybe, David Kirk is a smarter guy than you give him credit for.
 
Sugar Ray Leonard, a natural welter-weight, once beat a light-heavyweight champ. Lb for lb arguments are fun, but the excellent little man is still in for a world of hurt when he comes up against an excellent big man.
 
Kirk is right

If you want HDR with AA, then just render a bigger buffer and downsample it to the screens resolution - sould work fine. Or you can apply some edge smoothing filters to the scene. The problem is - as he said - that there are no displayable floating-point buffers in curent hardware. That means, one must tonemap it manually and write the output to the visible screen. That's why the hardware antialiasing on the floating-pint buffer doesn't make much sence(commonly spoken).
 
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