Don't think so.Has there been any need?
With tessellation is there any need?
I think it might become a bottleneck with an OoM jump in the number of triangles being rendered.
Don't think so.Has there been any need?
With tessellation is there any need?
Perhaps because it is the score in which PhysX accounts the most?Why not? It's the most popular setting. Looking for ghosts there methinks.
Don't know where your X15k comes from, but obviously not from the same source as the P22k.The rumoured GF100 numbers are P22000 and X15000. HD 5870 pulls around P17000 and X8500. So in spite of PhysX the advantage based on these numbers would be much higher in Extreme even with the much greater weight given to the graphics score, i.e exactly the opposite of what you said should happen.
Don't know where your X15k comes from, but obviously not from the same source as the P22k.
In fact, it's almost impossible, it would mean somewhere around a 20% framerate loss going from 1280x1024 without AA to 1920x1200 with AA and overall heavier shaders. H15k seems way more likely.
I can't work out what you're saying here.
A triangle that is pixel sized (or AA sample-sized if MSAA is on) still needs to update Z.
I'm thinking of, say, a square inch of screen being filled with 1000 triangles. Let's say it's some monster's head. But it's hidden behind a corner. Might as well cull those triangles before they're setup - or, as part of the setup process they're culled rather than being generated, only to be culled later by rasterisation/early-Z.
NVidia might even be able to propogate the Z query back into DS so that the vertices that make up doomed triangles don't waste time computing attributes (i.e. early-out from DS) and mark the vertices in some way that allows them to be deleted (e.g. they get culled instead of being put in post-DS cache).
Or at the very least generate an always-on GS (in addition to anything the developer codes) that culls triangles by quering the early-Z system.
Jawed
Hopefully NVidia's done it right and made setup a kernel, like VS or DS. That would mean it's arbitrarily fast, only limited by internal bandwidths/ALUs.
Better, if the setup algorithm queries the early-Z system and early-outs wodges of triangles (e.g. in batches of 32).
Makes me wonder if L1 cache is used to communicate Z from ROPs to ALUs.
Jawed
That would make fermi quite tile-ish. :smile:Makes me wonder if L1 cache is used to communicate Z from ROPs to ALUs.
Jawed
Would it be the case, a 4.5GHz i7 900 wouldn't allow 30/40k+ P graphics scores with 2/3 5870.I too doubt it but there's a certain limit to FPS when you're at 1280 without AA and that's the CPU limit. If the bench was run on below say 4 GHz, it could happen. btw 22 to 15 is not 20%. It's 35%.
Setup in RV670 is 1 triangle per clock isn't it?Look at RV670, with its half setup rate...
If games support it, it will become important. You have to start somewhere.Tesselation might be nice, but how important will it be during the lifetime of Fermi? Developers can already implement it using Radeon cards and until the software is released AMD R900 cards will be on the shelf.
Tesselation is a checkbox feature with no importance to the average customer just like PhysiX and CUDA.
It's not really wasteful, just very inelegant ... because one thing you can do in the HS is simply set the tesselation factor very low (and even without specific hardware support or a geometry shader you can just put it behind the clip plane to cull the output before it gets to the PS).Waiting till GS to cull what can be culled in HS seems rather wasteful. Tessellation means that invisible pixels now waste HS/TS/DS time as well, besides wasting PS time.
Why not 5? Or 3 ...So assuming the Fermi can do 2 triangles/clock...
The rumoured GF100 numbers are P22000 and X15000. HD 5870 pulls around P17000 and X8500. So in spite of PhysX the advantage based on these numbers would be much higher in Extreme even with the much greater weight given to the graphics score, i.e exactly the opposite of what you said should happen.
If games support it, it will become important. You have to start somewhere.
Source?
Anyway, without testbed details those numbers are meaningless. With a decently clocked i7 920 a 1GHz HD 5870 scores 21300 on Performance, not 17k.
http://www.hwbot.org/community/subm...tage___performance_radeon_hd_5870_21301_marks
They were discussing stock clock running cards, not OC'd or Heavily OC'd cards.
Actually we don't know the testbed details. Who knows what cpu has been used?
The comparison in an article was between GTX380 and 1GHz HD5870.
Thus 22000P without knowing the type and the clock of the cpu means little.
But to say if you OC one card you can score X, why point does it make? If you OC one you OC both and right now, reported scores for fermi are based on stock clocks, not OCs.
http://www.bjorn3d.com/forum/showpost.php?p=215717&postcount=8Bjorn3D.com said:Design Article releases tomorrow 7PM CST with complete Whitepaper info.
New Features, new cache, new Memory setup, and yes it's about 100% performance increase over GTX-2xx so figure single GTX-285 vs 5870 then double the GTX-285 performance.
Then it handles triangles different, triangles on any given frame can number in the hundreds of thousands so that's very important.
It will fold a lot better.
Increased efficiency in several areas.
It's a revolutionary new design oriented toward tessellation (those pesky triangles) and geometric programming. Problem being every wire frame is made up of triangles, tessellation takes those triangle and breaks them down into many smaller triangles. This core is uniquely designed to handle that so geometric and shader heavy games you will see more than the 100% raw power increase.
520USD might handle it. At 2x GTX-285 performance that puts it above GTX-295 performance and it's DX11 ready and designed for that specifically. Current ATI offerings are really good but basically a double the hardware on the same core design to provide more raw power. GF100 is a core design to take advantage of what the industry needs today and for some time in the future.
Read the article tomorro cause that's about all I can say tonight.