First, a comment from one of the guys on 3DGPU forums:
That paper he was talking about is available here:
http://graphics.stanford.edu/papers/rtongfx/
In previous threads, it was noted by some people (not all) that flow control is not a big deal...
This guy makes it sound like it is!
Any ideas?
Also, a couple of things were suggested as to what NV30 is likely to have:
1. "The one advantage that NV30 will have over R300 is the programmable triangle tessellation unit. It's a fantastic feature but unfortunately one that will not be taken advantage of by game developers in its product lifecycle. (Heck, games are just now starting to take advantage of shaders which have been around since NV20!) Still, it's nice to see this type of innovation because it paves the way for making this a standard feature in future designs"
2. "A virtually unlimited number of pixel shader instructions"
The reason I'm bringing it all up is because I'm intrested in knowing how NV30 will stand up against R300.
Someone started an obscure thread somewhere and rather than respond there I thought I raise this one about how NV30 will be so different to anything before - even Radeon 9700.
Flow control is part of the rumoured new architecture of NV30 under directx 9 or OpenGL 2.0.
Flow control for a GPU is simply if statements and looping constructs in vertex and pixel shader code. No big deal - think again!! Done right and you might get a 30% performance boost, decrease your video ram bottlenecks and decrease your dependence on fast CPUs to send you heaps of triangle data!!!
NVidia's top 3D guys (William R. Mark and Matt Papakipos) co-wrote a Stanford University paper about the future of 3D programming. This sparked all the "in the future 3D programming with flow control will revolutionarise 3D programming" stuff.
Basically if you put conditional looping into pixel/vertex shaders they showed you SIGNIFICANTLY lower the memory bandwidth needed by graphics chip to graphics memory (i.e. how to put 20+ GB/sec of bandwidth to very, very good use) without incurring and intolerable rises in GPU execution overheads. Given GPUs are doubling in executing power 3 times faster than CPUs this makes things look very attractive. So in the future games may never again be CPU limited - think the Radeon 9700 under JDK wasn't it only matching the GeForce 4 Ti4600 on a 2.5 GHz P4?
This sparked a lot of (probably valid) speculation that this was what NV30 is all about, as the hardware required to make it all tick effectively is about the level we hear rumoured than NV30 will deliver. They dropped alot of hints that the hardware to do all this will be available within the next year or two (or alot sooner).
That paper he was talking about is available here:
http://graphics.stanford.edu/papers/rtongfx/
In previous threads, it was noted by some people (not all) that flow control is not a big deal...
This guy makes it sound like it is!
Any ideas?
Also, a couple of things were suggested as to what NV30 is likely to have:
1. "The one advantage that NV30 will have over R300 is the programmable triangle tessellation unit. It's a fantastic feature but unfortunately one that will not be taken advantage of by game developers in its product lifecycle. (Heck, games are just now starting to take advantage of shaders which have been around since NV20!) Still, it's nice to see this type of innovation because it paves the way for making this a standard feature in future designs"
2. "A virtually unlimited number of pixel shader instructions"
The reason I'm bringing it all up is because I'm intrested in knowing how NV30 will stand up against R300.