Is tile-based architecture is a must have for mobile graphics?

Discussion in 'Beginners Zone' started by nobond, Jun 18, 2007.

  1. nobond

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    Looks to me for the mobile graphics, the tile based architecture is the only choice to significally reduce the memory bandwidth, and therefore the only choice? At least for now, looks like both powervr and mali architecture are both tile based.
     
  2. Lazy8s

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    I've never seen an IMR beat a comparable PowerVR... portable nor desktop.
     
  3. nobond

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    so you are talking about PowerVR's architecture is much better than IMR ?
     
  4. Bob

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    Yes, tile-based architectures completely took over the market in the late 90s due to their obviously superior performance and design. It's now virtually impossible to find a good IMR. :roll:
     
  5. Simon F

    Simon F Tea maker
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    He did say "comparable", which I would take to mean similar die size in the same technology.
     
  6. Arun

    Arun Unknown.
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    AFAIK, every single latest-generation PC GPU on the market is tile-based. Yet nobody seems to care about that. Being tile-based nearly always makes sense to deal with the increasingly large memory burst sizes. Actually deferring the rendering (and doing so in a tile-based manner) is another thing completely, and it shouldn't be considered at the same time IMO...

    This is extremely hard to compare anyway, because no company in the world today has (or seems to have, at least) cutting-edge IMR and TBDR designs in-house. It's not really fair to compare an highly optimized IMR with tons of expertise put into it with a TBDR. And neither is it fair to compare a highly optimized TBDR with a naive IMR design. And comparing naive designs might be completely different from comparing non-naive designs. Etc. etc. etc...
     
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