radar1200gs
Regular
Do these compiler optimizations tie in at all with DirectX 9.1 which is rumored to help nVidia hardware run better (I'm guessing in much the same way - make effective use of the mini ALU's present in both NV3x and R3xx)?
DaveBaumann said:DX9.1 is a myth.
jimbob0i0 said:DB does it ever fascinate you how something posted at one site on the net rapidly spreads as truth and gets quoted all over the net so quickly?
Chalnoth said:I seem to remember a number of rumors first posted at this forum later reported by The Inquirer...
I'm not so sure. It's happened many times, Dave. I doubt they were all true.DaveBaumann said:They were facts reported by this forum.Chalnoth said:I seem to remember a number of rumors first posted at this forum later reported by The Inquirer...
I doubt that the NV40 will have a significant change in design philosophy. I do, however, expect that FP32 performance will be much more highly-emphasized, and the hardware should perform quite a bit better at it. But I also expect FP16 support to be there, and be higher-performing.Rockster said:Knowing what you do about NV35 pipelines, transistor counts, and the work that has gone into the driver technology; playing the role of a NVidia engineer and if it was up to you, how would you have redesigned the NV40's pipelines?
I don't know. It depends on whether or not ATI makes the move to a unified vertex shader/pixel shader format.Also, do you think R420 will make the move to FP32 or not?
Thanks,
-The Rockster
Chalnoth said:I don't know. It depends on whether or not ATI makes the move to a unified vertex shader/pixel shader format.
The unified architecture would be, as far as I know, an entirely hardware optimization thing. VS 3.0 adds much of the functionality of the pixel shader, however, so the two units will be much closer in functionality with version 3.0 than they were in version 2.0, so it may make more sense to use the same unit for both.Joe DeFuria said:Does PS/VS 3.0 require a unified format?
If not, then I suspect R420 won't be FP32 in the pixel shaders.
Chalnoth said:The unified architecture would be, as far as I know, an entirely hardware optimization thing. VS 3.0 adds much of the functionality of the pixel shader, however, so the two units will be much closer in functionality with version 3.0 than they were in version 2.0, so it may make more sense to use the same unit for both.
Chalnoth said:I'm not sure. I would suspect the accuracy requirements are the same for PS 3.0 as they are for PS 2.0.
The reason to go for FP32 would be so that the pipelines can be unified. Most of the shader time spent will be in the pixel shader, so sharing the pixel shader hardware with the vertex shader hardware will effectively allow for more pixel shader units.Rockster said:I agree with Joe. FP24 seems to give ATI a real advantage in this generation allowing them to have more functional units at similar or smaller transistor counts. Seems to me that is how the R420 can hit 12 pipelines with the benefit of making the process change to .13u
At the expense of lots of additional control logic, non-optimal interconnect paths, lost parallelism ...Chalnoth said:The reason to go for FP32 would be so that the pipelines can be unified. Most of the shader time spent will be in the pixel shader, so sharing the pixel shader hardware with the vertex shader hardware will effectively allow for more pixel shader units.Rockster said:I agree with Joe. FP24 seems to give ATI a real advantage in this generation allowing them to have more functional units at similar or smaller transistor counts. Seems to me that is how the R420 can hit 12 pipelines with the benefit of making the process change to .13u
I didn't click on the link (Tom's on my embargo list), but ... what the heck? Texture filtering isn't performed by the shading units, so how would it be affected by their precision? IANAHWD but something tell's me that Tom's just repeating some uninformed babble he picked up in the laundry.Chalnoth said:And I would be highly disappointed if ATI stayed with FP24. I think that, for one, FP24 has problems with anisotropic filtering. If you look at some anisotropic filtering test images, you will notice artifacts on the R3xx:
(from this article)
http://www.tomshardware.com/graphic/20031023/images/ati-cp-stage0.png
Notice that there appear to be a number of artifacts in the MIP/aniso detection algorithm, with spikes at triangle edges. There are no such artifacts on the NV3x shots. This issue should manifest itself as texture aliasing with anisotropic filtering enabled.
Chalnoth said:The reason to go for FP32 would be so that the pipelines can be unified.
And I would be highly disappointed if ATI stayed with FP24.
I think that, for one, FP24 has problems with anisotropic filtering.