Guden Oden said:
aaaaa00 said:
In order to support HDTV resolutions, it will have to support something like dreamcast tiling.
I'd say it is more likely it supports something like GC tiling instead, which is exactly what the document alludes to when it states 'little cost other than additional vertex processing'. That is exactly what happens in GC when you do antialiasing. It transforms data, sends it to Flipper which draws half the screen and dumps it to main RAM, then re-sends geometry and draws the remaining lines.
So what's the big difference between PVR-tiling and GC-tiling?
PVR-tiling (correct me if I'm wrong) you have a small fast on-chip buffer, you bin the triangles first, resolve Z (on-chip), then only render the visible polygons (on-chip), then you copy the on-chip buffer out to main memory...
My guess is on xenon, you have a large fast EDRAM (on-chip?) buffer, you have hardware accelerated "binning" ("hardware accelerated partitioning"), you can render a z-only pass to resolve visibility (z-only is apparently much faster), then run your expensive pixel shaders on only the visible ones ("predicated rendering?"), then copy out the framebuffer out to main memory...
Am I wrong? What's the real difference between this and PVR tiling, other than the size of the on-chip "tile" you're rendering?