Nice slides, thanks :smile: Tom mentions scattering from the vector is undefined if multiple dests are the same, but it's well defined in reality. Does it just walk the vector lanes 0-15, last one wins?
"Challenges of an all-software pipelineA recent talk by Tom Forsyth about Larrabee:
http://www.stanford.edu/class/ee380/
Nice slides, thanks :smile: Tom mentions scattering from the vector is undefined if multiple dests are the same, but it's well defined in reality. Does it just walk the vector lanes 0-15, last one wins?
Actually, these slides are by and large the same as those given in GDC 09 larrabee presentation.
I hadn't seen that presentation in full, so they were nice to me.Actually, these slides are by and large the same as those given in GDC 09 larrabee presentation.
Actually, these slides are by and large the same as those given in GDC 09 larrabee presentation.
I hadn't seen that presentation in full, so they were nice to me.
@aaronspink, cheers :smile:
likely its something like that, low to high or high to low but its also the kind of thing you likely don't want to rely on as a programmer unless you are writing actual machine code because even an asm can do some code morphing that can change ordering.
I didn't spot there was a video That's on my list for tonight I think.you did watch the video, right Rys? The talk is WAY better than the slides.
I'm probably mistaken, but didn't he (Tom Forsyth, in the talk) mention that setup (or at least the part of it that relates to tri/clk--say hi to my ignorance, it's shy) wasn't an issue? I remember him saying something like 500M+ tri/s being more than enough. Whether that was for Larrabee or GPUs in general, and whether that takes into account tessellation, I don't remember.
Feel free to disappear this post before I do if I'm wrong.
Yes definitely! I didn't even realize there were slides linked when I posted the link to the site... the point was for people to watch the videoyou did watch the video, right Rys? The talk is WAY better than the slides.
Not necessarily... I maintain that the most important use of tesselation is to *remove* triangles that would otherwise be there without it. If you're rendering too many more than a couple million or so triangles you're not doing your LOD/occlusion culling well enough (at least for today's screen resolutions) The goal is for triangles that are 4-8ish pixels.He talked about 1.2million triangles per frame. I think that's a normal amount for a non-tessellated game. However, once games become heavily tessellated it can be a problem.
Not necessarily... I maintain that the most important use of tesselation is to *remove* triangles that would otherwise be there without it. If you're rendering too many more than a couple million or so triangles you're not doing your LOD/occlusion culling well enough (at least for today's screen resolutions) The goal is for triangles that are 4-8ish pixels.
Not necessarily... I maintain that the most important use of tesselation is to *remove* triangles that would otherwise be there without it. If you're rendering too many more than a couple million or so triangles you're not doing your LOD/occlusion culling well enough (at least for today's screen resolutions) The goal is for triangles that are 4-8ish pixels.
It possibly will... particularly if games are already pushing 1.5+ million polygons (I don't know the current numbers specifically) per frame. You really don't need more than that even at 1920x1200... that's already nearly one polygon/pixel.Are you saying that an overall increase in maximum model complexity coupled with an effective LOD scaling scheme would result in a net reduction in triangle counts compared to today's games? I somehow doubt that very much given the sorry state of affairs we are in now.
It possibly will... particularly if games are already pushing 1.5+ million polygons (I don't know the current numbers specifically) per frame. You really don't need more than that even at 1920x1200... that's already nearly one polygon/pixel.
As with pixels for the last few years, we need *better* triangles now, not more. Tesselation helps somewhat with that.
Sure, but it's not terribly hard to get within a factor of 2 in my experience, and that's not even applying any cleverness. With occlusion queries and predicated rendering it's even easier to get the last few orders of magnitude. Using the 4 pixel triangles guide (which is on the small side) that still gives you a factor of 3 on a 1920x1200 screen before you're >1.5mil.Well, it's not that easy to cull all hidden triangles away... so triangles do overlap. Tesselation may make that problem better or worse, depends on the situation.