Rys said:I think the poster meant DirectX texture compression modes when he wrote "D3D compression".
version said:use bezier,nurbs,subdiv, displ surface about 1:10 compression
Nope, just it has a 2:1 effective compression ratio (or more, or less, depending on what's going on) if the developer is clever. PC hardware has the same ability to compress a large chunk of what's in memory, it's just that people usually talk in raw uncompressed numbers.scificube said:So X360 has texture compression that is twice as good as what is used at present? Wouldn't PC IHV's like to know about this?
Rys said:Nope, just it has a 2:1 effective compression ratio if the developer is clever. PC hardware has the same ability, it's just that people usually talk in raw uncompressed numbers.
Yeah, you're right. Compression and effective bandwidth is always a tricky subject to nail down in this way, which is why talking in raw numbers (least common demoninator) is the best way to go about it in most cases.scificube said:This is what I've been suspecting. It seems a play on ideas to me. Yes compression nets you more effective bandwith, but isn't it logical to assume compression would be used by anyone intelligent in the first place? So there's no real advantage here...just stating the obvious unless I'm mistaken. At least no advantage in the sense that it's something the X360 can do and the PS3 cannot or for that matter PCs. It's like saying your car will go faster if you put tires on your rims vs. not putting tires on your rims.
Qroach said:From what I understand. the Xcpuu also has the same DX comrpession hardware that is built into the GPU. So the CPU can uncompress data in the exact way the GPU can. This would allow for more data to be compressed other than just DXT...
I listened to Cube is efficient for years. It was underpowered is what.
But they had terrible sales.
Not a win.
Shifty Geezer said:If the comprtession/decompression is handled in hardware it should be transparent in use. The cost associated would be using up transistors for compression/decompression that could otherwise be used on other logic, but AFAIK the compression hardware is trivial. That is, hardware compressed formats have no penalty over uncompressed data formats.
scificube said:I truly don't understand how this D3D compression is supposed to work...I thought it was CPU overhead that needed to be removed. Overhead that OpenGl doesn't have already. If this is referring to new compression techniques for textures etc then I'd like to hear about them.
If anyone can post where MS stated they could get double the bandwith in the overall in the X360 due to this compression I'd appreciate it. Info on just what is being compressed or how it works would be even better.
(I mean 2x the bandwith using these new compression techniques vs. methods of compression commonly used now)
Shifty Geezer said:If the comprtession/decompression is handled in hardware it should be transparent in use. The cost associated would be using up transistors for compression/decompression that could otherwise be used on other logic, but AFAIK the compression hardware is trivial. That is, hardware compressed formats have no penalty over uncompressed data formats.
According to Kutaragi-san, for a GPU that's gonna use 2 HDTVs, it's not needed.Bill said:So why doesn't RSX have EDRAM?
Black Dragon37 said:According to Kutaragi-san, for a GPU that's gonna use 2 HDTVs, it's not needed.
Black Dragon37 said:According to Kutaragi-san, for a GPU that's gonna use 2 HDTVs, it's not needed.