Johnathan256
Newcomer
If the NV30 is indeed a tiler, does anyone think Ati will follow with something similar or will they stick with tradititional tech with wide buses and super fast memory?
Johnathan256 said:If the NV30 is indeed a tiler, does anyone think Ati will follow with something similar or will they stick with tradititional tech with wide buses and super fast memory?
Johnathan256 said:If the NV30 is indeed a tiler, does anyone think Ati will follow with something similar or will they stick with tradititional tech with wide buses and super fast memory?
If you think about it really I think the occlusion schemes HyperZ III uses are somewhat like tiling? right? or am I off base here...
I am a little confused as to the advantages of a tiling-architecture over hidden surface removal and occlusion schemes already commonly used. Maybe someone else can post a little feedback on that
I assume that you have to receive all of the vertex data for a frame first (so that you sort which polygons that go into which tile), so whats the point of not going deferred rendering when you have to store all of the vertex data anyway?
Dio said:When you have eliminated the impossible, whatever remains, however improbable, must be the truth.
But there's nothing impossible about a highly-efficient non-deferred renderer.
Humus said:Why would you need all vertex data for a tiler? You can split it up into tiles as you render the triangle.
Patented deferred rendering technology to optimize silicon efficiency
*Within the framework of a traditional graphics pipeline
*Completely transparent to the driver and application software