How the heck does that make any sense whatsoever? Splitting registers allows for more registers. . . and that's it.radar1200gs said:ATi impliments r4xx as FP32 with FP16 partial precsion. The partial precsion is achieved by splitting the FP32 registers. This allows the claim of extra pipelines, but only when partial precision is used. It does not affect the number of pixels output per cycle (still only 8 of those).
radar1200gs said:There has been ongiong speculation that ATi will increase the number of pipelines in r4xx. I haven't closely followed the speculation, but what follows is my opinion/speculation on one easy way to do it. (I'm not suggesting that what follows is fact).
ATi impliments r4xx as FP32 with FP16 partial precsion. The partial precsion is achieved by splitting the FP32 registers. This allows the claim of extra pipelines, but only when partial precision is used. It does not affect the number of pixels output per cycle (still only 8 of those).
radar1200gs said:There has been ongiong speculation that ATi will increase the number of pipelines in r4xx. I haven't closely followed the speculation, but what follows is my opinion/speculation on one easy way to do it. (I'm not suggesting that what follows is fact).
ATi impliments r4xx as FP32 with FP16 partial precsion. The partial precsion is achieved by splitting the FP32 registers. This allows the claim of extra pipelines, but only when partial precision is used. It does not affect the number of pixels output per cycle (still only 8 of those).
Rugor said:Why O why would ATI replace the tried and true R3xx design with something that looks a lot like the NV3x with 8 real and 8 pseudo pipelines that just doesn't make sense.
Radar1200gs comedy act quotes
Well, a certain application will make an optimised stencil path very important next year.
radar1200gs said:There has been ongiong speculation that ATi will increase the number of pipelines in r4xx. I haven't closely followed the speculation, but what follows is my opinion/speculation on one easy way to do it. (I'm not suggesting that what follows is fact).
Have I ever defended nVidia's AA? Have I ever defended nVidia's use of partial trilinear? No? You have no basis for that statement.Hellbinder said:I gurantee, you (and i think everyone knows this), would be making the exact same arguments i am if the Shoe was on the other foot.. Except you would likely also be pushing how FP24 is tha "wave of teh Future" or something.
I think it hit right between the eyes. But you're not the only one.Genghis Presley said:Are you aiming this comment at anyone specific?Dio said:SUV's? There tends to be more interest in sports cars. Except for hiring them to go up to Tahoe.
Heathen said:Well that's just accelerated stencil ops. Can't see ATi dumping all of the other advantages of the R3xx architecture just for one game.
YeuEmMaiMai said:Ati is not going to use FP16...........so why even hope they will follow nVidia?
IMO, it would be INSANE for any compiler to try to do automated error analysis and reduce precision where it thinks the results aren't significant. A compiler can only see the local information on the computation performed by a shader, it has no idea about the range and statistical nature of the input data or of what you're going to do with the output, for example drawing it to the screen or recycling it as a render target into a more precision-sensitive shader program.DemoCoder said:This would work in a high level language with type inferencing and numerical analysis in the compiler using a heuristic like "minimize error". The problem is, there is no standard for telling the HLSL shader what the precision of the input textures are and the precision of the output framebuffer.Dio said:Would that not imply there is no need for precision modifiers, as it can be done automatically and easily by analysis?Chalnoth said:In other words, what I'm trying to say is that with a few simple rules, one should be able to easily determine which instructions can use what precision, with no perceivable loss in image quality.
Precision isn't something a compiler should mess with at all. As a programmer, I want everything precisely specified by me and me alone, as either 32-bit or 64-bit floating point (IEEE). All of these 12-bit, 16-bit, and 24-bit stuff by NVIDIA and ATI are (should be ) temporary and won't (shouldn't ) have any long term impact on graphics programming. I mean, if you're Valve and you're going to ship HL2 in the next few months, this stuff matters to you, but if you're developing new tools or renderers today, you can just ignore it knowing it will (should ) go away.DemoCoder said:The DCL shader instruction in DX9 only allows you to specify the input mask, and whether something is 2d, a cube, or volume. Similarly, there is no way, specified in the shader itself, what the desired output precision is.
Those dynamically typed languages are completely deterministic and predictable when it comes to evaluating basic arithmetic operations and user-defined functions constructed from them. The compiler doesn't go in and arbitrarily decide to evaluate some expression with a different precision or data type; though the precision isn't statically known, it is deterministically derived from the dynamic types attached to your data.DemoCoder said:Of course, this is just part of the ongoing debate over statically typed languages (C, C++, Eiffel, Java, etc) vs dynamically typed (ML, Haskell, scripting languages, etc) The typeless languages typically have more expressional power leading to more concise less buggy code (e.g. OCaml, Ruby, Haskell), but at the cost of compiler complexity and speed.
I would want to shoot a driver writer that does this!sonix666 said:When a texture is uploaded to DirectX the driver could detect the format and the minimum and maximum values and such to feed the pixel shader compiler.
Omigod! Argh!DemoCoder said:The core issue is multipass. The compiler can estimate error in a single pass, but how can it estimate ACCUMULATED ERROR without saving it in an additional buffer (E-Buffer? Error Buffer?) for every pixel? Perhaps it would use MRT or some kind of packing to store the error to pick it up in later passes.
That's assuming that the biggest reason for Ati's advantages is the 8*1 (vs 4*2) configuration, which i doubt.
utilize FP16 to increase performance
YeuEmMaiMai said:so let nvidia continue with FP16 as ATi's performance with FP24 is superior......law down some tasty eyecandy and there really is NO COMPARISON between the excellent image you get from r3X0 and the mediocre image you get with NV3X when performance is similar....
Reverend said:You know what John? Sometimes I think it's best to just ignore certain folks for the better of the site and/or for those that matter. Responding to certain things they say in the way you did merely serves to potentially deteriorate a thread.
And yes, that's my only new year resolution!
I don't care if it's OT or not, do NOT get a toupee!John Reynolds said:My resolution is to get you off my back by finding a really good toupee. 8)
Precision isn't something a compiler should mess with at all. As a programmer, I want everything precisely specified by me and me alone, as either 32-bit or 64-bit floating point (IEEE)
As you saw in the in-game shots, this doesn’t have a negative impact on visual quality per se. On the other hand, when we took this issue to Tony Tomasi back in August, he assured us that a fix was in the works to correct what could have been interpreted as a glitch. Now that the anticipated Detonator is upon us, it seems no fix was in the works, nor will be.
John Reynolds said:YeuEmMaiMai said:so let nvidia continue with FP16 as ATi's performance with FP24 is superior......law down some tasty eyecandy and there really is NO COMPARISON between the excellent image you get from r3X0 and the mediocre image you get with NV3X when performance is similar....
You know, this is the kind of fanb0y-based drivel I can just do without reading on this board. Please show me a fair, unbiased review from a reputable source that states such a difference in image quality exists. No, I don't want to hear your opinion, I want to see you cite a credible source that supports your claims.