I need some information about xenos

luke76

Newcomer
So i need this information for my friend and forgive my broken english :D

1)The % of geometry that need to to be "ri-calculate" 'cause subdivision in 3 tile at 720,or also with 7 tile an hypothetical 1080p

2)This in someway make the works of coders more hard or complicated ??

Thanks for the answers that you will give to me (if you make it :D )
 
So i need this information for my friend and forgive my broken english :D

1)The % of geometry that need to to be "ri-calculate" 'cause subdivision in 3 tile at 720,or also with 7 tile an hypothetical 1080p

The best answer is : it depends ;)
it depends on the way you build your tiling rectangles, it depends on the way your engine performs its rendering, it depends of the average size of your triangles... to summarize it depends on a lot of things in the end so we can't give you a precise answer. The only thing that is sure is that in the worst case scenario it can't exceed your number of passes and in practise it should be a lot lower

2)This in someway make the works of coders more hard or complicated ??

it's not that hard or that complicated but it's something that has to be taken into account when you develop your engine and sometimes if you're using a pre existing engine that was not conceived with tiling in mind it can be difficult to adapt it.
 
ops i forget one thing

The % of power and thread used about audio processing for xcpu :)

The figure was given some times ago at the CEDEC 2005 :
-The XMA (modified WMAPro) decoder in the southbridge chip can decode 256 XMA channels at the same time. Though the compression rate is variable, 1/8 is just enough for typical usage. After decoding, all software sound processing (multi-channel mixing, 3D surround sound, Dolby Pro Logic II/Dolby Digital 5.1 encoding) are done on CPU Core 2. When it processes 256 channels at the same time it costs 25% load of Core 2.

And this is related to your first question :

-A hardware-assisted tile-rendering method called 'Predicated Tiling' is supplied as a library for Xbox 360 for the case when 10MB eDRAM is not sufficient, for example 64bit (FP16 * RGBA) HDR rendering + Z buffer + MRT in 720p. While it affects geometry processing with 1.2 - 1.3 times load, it doesn't affect pixel processing as there's no overlapping unlike geometry. As the result, it doesn't affect the total performance as pixel processing load is inherently larger than that of geometry.

Remember it's just an average though, and the figure seems a bit on the low side
 
But I presume that at 1080p the % will raise up right ?

Not necessarilly. If your geometry blocks are small relative to your tile, or don't tend to cross tiles.
A lot depends on where you cull what geometry, if/how you do your prepass, how expensive your pixels shaders are etc etc etc.
 
Not necessarilly. If your geometry blocks are small relative to your tile, or don't tend to cross tiles.
A lot depends on where you cull what geometry, if/how you do your prepass, how expensive your pixels shaders are etc etc etc.

thanks erp very useful information :)
 
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