rwolf said:Boltneck keep in mind that ATI is going to be slow using this specific implementation of shadowing.
Dave Baumann said:Fetch4 is primarily there as an alternative to NVIDIA's PCF. NVIDIA have had PCF in hardware for many years and numerous titles make use of it - all ATI hardware prior to RV515/RV530 haven't had the capability, meaning they have always had to do something different (whether is be dropping soft shadowing entirely, such as in the slightly quick/dirty Splinter Cell XBOX port, or pay the sampling penalties in the texture unit and generating the shadow percentage in the shader).
As to why R520 doesn't support it is beyond me - it may be the case that the texture units were only changed after the design was set (RV515 and RV530 would have started after R520) or the samplers were a little borked for this operation so it has been disabled, to be sorted on subsequent parts. However, this operation is primarily there to speed up the sampling rate of single format textures (i.e. increase it 4 fold), and its actually less likely that R520 would be bottlenecked by its texture sampling rate than other areas in comparison to a part such as RV530 (with its relaltive texture to shader ratio)
boltneck said:I just ordered a X1800XT.
dizietsma said:It might have been wise to wait till the X1900 reviews come out to see if that might have been more suitable. The X1900 looks on paper to be a very impressive refresh part.
Hubert said:Lucky guys. I have to dish out more than 600 EUR for a X1800XT. But the same is true for the 256Mb GTX, also; guess I can't complain.
That's the price I pay for not living in a country where I might be a target for a terrorist attack, and I have fresh air and non genetically enhanced food. What the heck, I am the lucky one.
boltneck said:I bought a referb from newegg for 425$
Jawed said:Will R520's lack of Fetch4 create a frustrating eye-candy gap for those who've bought one?
Jawed said:Or is Fetch4 headed the way of 3Dc?
Jawed said:Are there uses for Fetch4 beyond its role supporting an alternative to hardware-PCF?
Yes that makes a lot of sense. The bandwidth is the same whether fetching one sample at a time or Fetch4, isn't it?Humus said:I don't think so. The X1800 has a 1:1 TEX:ALU ratio, which is only slightly worse to sample 4 times vs. a 1:3 TEX:ALU card like the X1600 sampling 1 time. So the X1800 can afford spending the extra time doing separate samples, while the X1600 will see a much bigger gain with fetch4.
It's coming up to 2 years since 3Dc appeared. Any signs of it being used in PC games?Not sure what that's supposed to mean. 3Dc isn't going away. Especially the new single channel format is very useful. Texture compression is getting increasingly more important as ALU power increases faster than bandwidth.
Why should that change bandwidth requirements? It shouldn't really matter much if you fetch a single texel or 4 (more or less adjacent) ones, due to the texture caches.Dave Baumann said:I think we've tounched on it before but, given the size of the monolithic Bilinear texture samplers we have, and the relative lack of bandwidth, I'm wondering if the way to go isn't to break the units down to single samplers that can be grouped to 4 dependant on the operation.
What does ALU power have to do with the bandwidth requirements for texture sampling?Humus said:Not sure what that's supposed to mean. 3Dc isn't going away. Especially the new single channel format is very useful. Texture compression is getting increasingly more important as ALU power increases faster than bandwidth.