Joe DeFuria said:Sure...but I think the key stiky point there is sometimes. In other words, under what conditions can said pipeline output more than one pixel per clock?
Every second Tuesday when there is a letter "P" in the month.
Joe DeFuria said:Sure...but I think the key stiky point there is sometimes. In other words, under what conditions can said pipeline output more than one pixel per clock?
The NV34 and NV31 don't appear to always work on a full quad at once. Not that it happened, but it's not impossible.Hyp-X said:duncan36 said:Do people even realize that Nvidia failed at 6x2 with the Nv30?
No, and I don't buy that.
Just think about 6x2 - it can't execute 1.5 quads.
Demirug said:Joe DeFuria said:Demirug said:PS: Sometimes a pipeline can output more than one pixel per clock.
Sure...but I think the key stiky point there is sometimes. In other words, under what conditions can said pipeline output more than one pixel per clock?
They conditions are part of the pipeline design.
Joe DeFuria said:Well, of course.
My point was, most of us here who are "skeptical" of the "16 pipeline" claims, have no trouble believing that under certain conditions, it can act as a 16 pipeline product....that is generating 16 pixels per clock.
Basically, given the fact that nVidia claimed 8 pipelines for NV3x, and given that it was only rendering 8 pixels under certain limited conditions (no color), we're left to wonder if there are similar, different, (or no) restrictions with the NV40's 16 pipelines.
Demirug said:At least the primary reason for 2 TMUs per pipe did not longer exist with NV40.
vb said:Demirug said:At least the primary reason for 2 TMUs per pipe did not longer exist with NV40.
Is that confirmed info?
Demirug said:At first you need a rasterisation that is able to output enougt quads per clock to fill the pixelprocessors. On they other side of they pixelprocessor you need enough ports to transfer the information to the ROPs. And for sure you need enough ROPs for the finish.
Lets look at the NV30. The pixelprocessor is able to output 4 Pixel with color and Z Information or 8 Pixel with only Z-Information. I am not sure if there are two Z-calculation units in the pixelprocessor or if nVidia use some parts of the normal color calculation for the 4 additional Z values. After the pixelprocessor they need some addition ROPs. But this ROPs dont need alphatest or alphableding. Only Z and Stencilops are needed.
A more complete "multipixel per pipe" solution is the NV31. In this case we have two pipes with two tmus but 4 ROPs after they pixelprocessor. If they pipeline is used in they doppel pumped modus they rasterisation unit combines two pixel in one. They texturcoordinate from the first pixel is the first coordinate. They second pixel use the second coordinate. The tmus work as normal but at the end of the pixelprocessor pipe both texturvalues are transferd to different ROPs. nVidia use something like this bevor in the NV10.
Demirug said:WaltC, i can accept that you say a pixel is only a pixel if it contains color information. How should we call pixel with only Z and/or stencil information that do not change the current pixelcolor?
Joe DeFuria said:Demirug said:WaltC, i can accept that you say a pixel is only a pixel if it contains color information. How should we call pixel with only Z and/or stencil information that do not change the current pixelcolor?
I thought that was settled...it's a "zixel" (TM).
Demirug said:If we use it here I can say that a pipe is able to output more than one zixel per clock.
Zixels are very important if you use DOOM III rendering technic.
What conditions must be met for the above scenario to occur in NV31? Is it only plausibe for shader ops or cases of single texturing?A: The pipe can store for each workingunit more than one colorinformation. This information are stored in register. If a pipe works in doppelpixel mode it use one register for pixel one and another register for pixel two. Each register is filled with the result of a textursample. At the end of the shaderpipe it outputs both register to the ROPs.
Luminescent said:What conditions must be met for the above scenario to occur in NV31? Is it only plausibe for shader ops or cases of single texturing?A: The pipe can store for each workingunit more than one colorinformation. This information are stored in register. If a pipe works in doppelpixel mode it use one register for pixel one and another register for pixel two. Each register is filled with the result of a textursample. At the end of the shaderpipe it outputs both register to the ROPs.
Sorry if these questions were answered previously; I did read through the thread, though.
More like being able render to the z-buffer faster than the color buffer can improve performance if the game does a z-only pass first. I don't see why this has to be tied to the DOOM3 rendering technique, as it'll help out any hardware that has early pixel kill on z-fail, provided the rendering algorithm requires multiple passes.Demirug said:Zixels are very important if you use DOOM III rendering technic.