Mintmaster
Veteran
Cookie crumbles? How?The colour rate is what seems over the top, which then leads into the apparent superfluity of Z. Since NVidia has bound the ROPs and MCs tightly, that's the way the cookie crumbles (last time we discussed ROPs, this is the conclusion I came to). My interpretation (as before) is that NVidia did this to reduce the complexity/count of crossbars within G80.
G80 has the BW to reach near its peak colour rate. It makes a lot of sense to pair ROPs to MC controllers because that's how you evenly distribute the biggest memory client among the memory channels. Proper interleaving of the framebuffer will ensure that the load is similar for each ROP.
DR is one use of more ROPs, but devs are also realizing that many simple pixels can be very valuable too. Look at scenes like Crysis' foliage, for example, or the grass/weed in COD4 and DiRT.Thinking of the ratio of pixel-instructions:colour-write, this ratio is headed skywards (prettier pixels). D3D10's increase to 8 MRTs seems to counter to that. It'd be interesting to see what sort of colour rate a deferred renderer achieves during G-buffer creation. Clearly a D3D10-specific DR could chew through way more than a DX9-based one.
Filling in a VSM is another place that you have very simple pixels, and higher fillrate=higher resolution shadow maps. Cascade a few 2Kx2K shadowmaps with 4xAA, and you have awesome shadows.
The marginal advantage of more math per pixel isn't that great, but we still have uses for more pixels and more textures.