The sad thing for me is I think this is the first thing I've understood in this thread for a while now.DaveBaumann said:...plug, plug...
The sad thing for me is I think this is the first thing I've understood in this thread for a while now.DaveBaumann said:...plug, plug...
Pete said:I thought it had the same vertex power, as both are clocked the same and use the same three vertex shaders...?
The more pipelines you have, the more outputs you have -> the wider the memory bus has to be.
DaveBaumann said:The more pipelines you have, the more outputs you have -> the wider the memory bus has to be.
I wouldn't say thats strictly speaking the case. With shader lengths increasing then the average pixels per clock will go down, hence the bandwidth required per pipe won't be as important a metric. You'll probably want to adequately increase the buffer on the output such that if you do suddenly get large batches of single textures, bilinear pixels you won't stall the rest pipeline too much, but I should imagine the number of clocks per pixel is already quite high and that will probably increase.
DaveBaumann said:Even before we get to any shader lengths and just sticking with bog standard texturing, R3x0 isn't going to be outputting 8 pixels per clock because 99% of people are going to be running in Trilinear, requiring 2 clocks per pixel with only one texture sampler. I think increasing the number of outputs inline with the number quads (i.e. 4 outputs per quad) just makes for a flexible design but not overcomplicating it. Theoretically, clock for clock, NV35 and R3x0 are outputting similar trilinear filter pixels or Z/Stencil rates, but they both have very different methods of going about it.
Tridam said:I can take a specific case. A game with many sprite trees like Colin Macrae. The sprites are always bilinearly filtered. In this case, R3x0 are a lot faster than NV35 and NV35 isn't really faster than NV36. A NV30 in 8x1 mode won't have helped here but a NV35 in 8x1 mode would have helped.
DaveBaumann said:Tridam said:I can take a specific case. A game with many sprite trees like Colin Macrae. The sprites are always bilinearly filtered. In this case, R3x0 are a lot faster than NV35 and NV35 isn't really faster than NV36. A NV30 in 8x1 mode won't have helped here but a NV35 in 8x1 mode would have helped.
Somehow I suspect that these cases are not really influencing future hardware design particularily greatly!
Tridam said:Regarding your trilinear exemple and the flexibility of an increased number of pipelines. Using twice the number of pipelines because of the trilinear taking 2 cycles is a bad idea. You'll be able to do the same at a reduced cost by using 2 texturing units per pipeline.
What about the flexiblity ? Well the flexibility of outputting twice the number of pixels when doing bilinear filtering won't exist if the memory bus isn't wide enough.
Being able to legitimately say you've got a "16 pipelines" design is such an advantage for Joe Consumer it's not even funny, I fear... Although maybe I'm wrong and it's just 16x0. What I'm nearly 100% sure of, though, is that there is a 16 pixels/zixels/whatever output/clock possible in the architecture.
PowerVR's Z32[TM] technology enables KYRO to process the invisible polygons that affect the stencil buffer exceptionally fast, giving KYRO a significant performance advantage in situations where multiple stencil buffer accesses are required.
Uttar said:psurge: Interesting But then there's one thing I wonder - how do the NV31/NV34/NV36 do to calculate DDX/DDY when in 2x2 mode? (actually, I believe the NV31 was originally wanted to be 3x2, but I'm not sure of this, and it's another story completely; the NV34 always was supposed to be a 2x2).
Could it be possible they're looking at the last 2 pixels, and then operating as if it was a quad?
Note that alpha test force Z-features off, which makes chips take a big hit too.Tridam said:Even even before that, R3x0 can't output 8 pixels/clock in real life because it hasn't enough memory bandwidth.
I can take a specific case. A game with many sprite trees like Colin Macrae.