trinibwoy said:geo said:My 6800GT opened a can of whup-ass on yours, Trini! Same settings BF, mine was 350% faster!!! 71.89 Official drivers.
Hmmmm, what'd you get on front to back?
geo said:Meh. Never mind; i-o error [idiot-operator] on this end. When I did it right I'm consistent (and lost my mouse too.)
Rys said:Press F1 twice to get your mouse back.
Ailuros said:As for the overdraw level I'm not sure where the average depth complexity factor would lie today, but I guess an average of 8.0 shouldn't be too far from reality, especially for the foreseeable future.
trinibwoy said:Hehe. Humus, how do we revert to standard settings without the use of our mouse - I don't see a config file - are you setting registry keys or something.
Rys said:Press F1 twice to get your mouse back.
Humus said:Ailuros said:As for the overdraw level I'm not sure where the average depth complexity factor would lie today, but I guess an average of 8.0 shouldn't be too far from reality, especially for the foreseeable future.
I would say it's more like 4, maybe 5. Some parts of a scene will probably get 8 or more, but if the engine is decent, there shouldn't be that much on average.
Humus said:trinibwoy said:Hehe. Humus, how do we revert to standard settings without the use of our mouse - I don't see a config file - are you setting registry keys or something.
Yeah, I store settings in HKEY_CURRENT_USER\Software\Humus. Just remove all keys there to reset to defaults.
Ailuros said:Even in let's say Serious Sam 2 or games based on UE3? I'm having more the foreseeable future in mind than what is available today (which is rather boring I might add *cough*).
tEd said:x800pro/cat5.6 @ 1024*768 with 8x overdraw
Code:FtB BtF Random Pre-Z 0xAA 118.81 14.97 43.33 111.60 2xAA 113.98 14.88 43.27 107.22 4xAA 113.39 14.86 44.22 102.52 6xAA 113.39 14.88 43.51 95.82
mboeller said:if the calculation is correct, why does earlyZ and / or hyperZ not work better? It seems a lot of fillrate is wasted despite all this fancy bandwidth and fillrate saving systems within IMR's nowadays.
Mordenkainen said:Humus: Would FtB pose problems for geometry instancing?
Humus said:When you just have a simple texture there's no much work to save, so the improvement of using HyperZ is much smaller than in the complex shader case, where a very significant improvement can be seen.
Early Z/HierZ can only reject a certain number of pixels per clock. The more expensive it is to render those pixels, the higher are the gains.mboeller said:Now I'm confused.
I thought HyperZ and earlyZ were implemented to save fillrate? And the 8x overdraw should burn a lot of fillrate, so HyperZ and/or earlyZ should make an big difference here.
Please can you explain what you mean?
Xmas said:Early Z/HierZ can only reject a certain number of pixels per clock. The more expensive it is to render those pixels, the higher are the gains.
Say, GPU X can output 16 pixels per clock and reject 256 via early Z methods. Now you're using a single cycle shader (bilinear texture). If that surface is hidden behind another one (FtB), (non-)rendering is up to 8 times faster than if it were not hidden and had to be rendered at a rate of 16 pixels/clock.
If you use a 16 cycle shader, you only get 1 pixel/clock, but early Z reject rate stays at 256 pixels/clock. So with a complex shader, hidden surfaces are now 256 times faster theoretically.
mboeller said:But the mystery remains that HyperZ does not work better because I cannot see the 8times faster rendering in the benchmark.
mboeller said:If I understand all that correct an TBDR would have to render only one surface instead of 8 and would have an far higher efficiency too, or?