Modern and Future Geometry Rasterizer layout? *spawn*

Discussion in 'Architecture and Products' started by Digidi, Aug 19, 2020.

  1. CarstenS

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    Nothing to do with your english - don't worry, it's understandable enough as it is. :) I just wanted to make clear, what I should have written as part of my original post.
     
  2. jlippo

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    Nanite doesn't do any ray tracing against polygons, but I'm quite certain they do trace against other surface representations. (Ray,cone or sphere against voxel/distance field.)

    There are ways to get same effect with rasterization..
    Although it would become quite messy..wouldn't it? (Something like depth peeled splatting of distance fields and voxels?)

    They also have some form of feedback loop to get the 'infinite' bounces happening.
     
    #62 jlippo, Sep 22, 2020
    Last edited: Sep 22, 2020
  3. Digidi

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    A funny moment i captured, was at the PS5 event. Marc Cerny is saying that higy plygon count will result in less power consumption than when you use simple polygon models.
    For example he is mentioning Horizon Zero Dawn which have low polycount maps, but it is consuming a lot of power.


    Also if you look at the layout of the PS5 with high clock speed but less shader they are going indeed to high polygon model?

     
    #63 Digidi, Sep 27, 2020
    Last edited: Sep 28, 2020
  4. Digidi

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    I was intresting about these sentence from Mark Cerny in the Video:
     
  5. Jensen Krage

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    What are the chances that Simple Geometry (especially in the case of a map screen or menu screen) would cause really high framerates and therefore increase power usage?
     
  6. jlippo

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    As polygon size goes down, so does GPU utilization.
    There is limit how many triangles can be rasterized or rendered at same time and how many pixels must be in flight for all units get work.
    It's quite common problem in games when v-sync is not enabled.
    Always fun to have fps counter on and see few thousands of fps and hear fans pick up the pace.
     
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  7. Rootax

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    And the coil whine...
     
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  8. Digidi

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  9. 3dilettante

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    The proposal seems to give the possibility for there being multiple size thresholds, and assigning primitives to a rasterizer dedicated to that size range. A quad seems to be one particular size of interest.
    It's from 2016, though I haven't seen mention of it being used.
     
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  10. JoeJ

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    I'm confused. At 3:40 the guy from Epic introduces Lumen with talking about RTX. But it does not become really clear if they use it or not.
    I assumed for sure that Lumen was confirmed to not use RTX.
    Did i get this wrong?
     
  11. Kaotik

    Kaotik Drunk Member
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    It doesn't use "RTX". RTX isn't acronym for raytracing.
    Lumen uses software raytracing for indirect lighting
    https://www.eurogamer.net/articles/...eal-engine-5-playstation-5-tech-demo-analysis
     
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