Chalnoth said:Well, fortunately the bias shouldn't be so bad that it will change that dramatically from frame to frame. Most of the time it should hover quite close to the center of the frame.
But in games like those, the scenes are also much more consistent from frame to frame, or the cases where the scenes change a lot ("open area with simple sky or backdrops") are cases where the worst-case is normal play, meaning any sudden changes (looking up/down) really won't hurt.BRiT said:I imagine for some games it wont be near the center at all. The games with constant HUDs, flight canopy, car dashboard, or open areas with simple sky or backdrops would easily skew the workload middle-point by quite a bit. It'll be interesting to see how they've decided to handle the situation.
I don't know when that would happen. But regardless, the thing that slows down a system with the rockets is the smoke, and that tends to linger, so only one frame will be a bit slow, the rest would be quite fast.jvd said:Wouldn't a problem come up if say your in a fire fight and 8 or so rockets went off on the lower half of the screen ?
Chalnoth said:But in games like those, the scenes are also much more consistent from frame to frame, or the cases where the scenes change a lot ("open area with simple sky or backdrops") are cases where the worst-case is normal play, meaning any sudden changes (looking up/down) really won't hurt.BRiT said:I imagine for some games it wont be near the center at all. The games with constant HUDs, flight canopy, car dashboard, or open areas with simple sky or backdrops would easily skew the workload middle-point by quite a bit. It'll be interesting to see how they've decided to handle the situation.
DaveBaumann said:In a twich game you'll often be looking in one place at one time and thn forced to look up, or somewhere else another, which can redistribute the requirements very quickly.
The driver knows how fast each card finished rendering its share. So, let's say they split 50/50, and the upper half is finished twice as fast, then the next frame will be split 67/33 or similar. This won't be perfect, but it's quite good really.trinibwoy said:I'm more interested in understanding how Nvidia plans to evaluate a scene quickly enough to determine the busiest part while trying to maximize the potential of both cards.
Xmas said:The driver knows how fast each card finished rendering its share. So, let's say they split 50/50, and the upper half is finished twice as fast, then the next frame will be split 67/33 or similar. This won't be perfect, but it's quite good really.
DaveBaumann said:Assuming were talking about the screen split solution, then the load balancing is probably going to be judged according to the prior frame - i.e. on frame 1 it measured that board 1 finished xx milliseconds before board 2, hence on this frame due to be rendered next I'll bias the frame to render xx more lines on board 1 and xx less on board two.