Isn't this a curious time to be investing in tiling with as a bandwidth saving measure with on-package/stacked DRAMs on the horizon?
Why not do both?
That seems like a win-win.
Isn't this a curious time to be investing in tiling with as a bandwidth saving measure with on-package/stacked DRAMs on the horizon?
Isn't this a curious time to be investing in tiling with as a bandwidth saving measure with on-package/stacked DRAMs on the horizon?
On-package memory is a nice one-time boost. But the laws of physics unfortunately make transferring data expensive relative to computing on it. Even with on-package memory, we need all the bandwidth savings we can get.
Why not do both?
That seems like a win-win.
Tiling doesn't suck only when NV uses it
Who said tiling sucked?
That's probably true for fully deferred tilers. They don't do so well with more complex geometry. Granted triangle counts don't seem to be increasing dramatically even with the advent of tessellation (concrete barriers aside).
but they've implemented part of something that was deemed to be problematic?
That's probably true for fully deferred tilers. They don't do so well with more complex geometry. Granted triangle counts don't seem to be increasing dramatically even with the advent of tessellation (concrete barriers aside).
You can't obviously just fill the bucket, you'd also have to empty it once in a while.
Tessellation doesn't increase geometry stream out for TBDR's.
Tilers have a limit to how much geometry they can buffer so while the ideal implementation will bucket an entire frame this doesn't happen with a lot of geometry. Thus HSR might not be perfect.My understanding is you have to submit all geometry and fill the bucket completely in one pass for a true TBDR implementation to work. How else will you do accurate HSR?
Doesn't all geometry amplification and displacement have to be completed before the final HSR pass?
Thanks!Hidden Surface Removal.
Shader units / TMU / ROP: 2560/160/64 ?
www.guru3d.com/news-story/geforce-gtx-980-starts-listing-in-pricewatch-engines.html
64 ROPs? Interesting. A typo or some crazy tiling architecture that relies heavily on L2? Fancy compression like Tonga?
64 ROPs? Interesting. A typo or some crazy tiling architecture that relies heavily on L2? Fancy compression like Tonga?
Might be right. It's the same proportions of shaders,tmus, and rops as the 750 Ti.
Now the question is will they be able to take it to 1GHz like the 750 Ti or if it's closer to 900MHz.
Just a clueless retailer that needed something to fill the lines.
It's probably not right. It's probably 32 ROPs. A 256-bit bus would be double the memory controllers of GM107's 128. So unless Nvidia reworked the memory controllers, and for the first time in ages, changed the corresponding number of ROP's they have per controller, then it's likely 32 ROP's. The TMU's and core count is likely accurate though, because GK104 and GF114 were both 4x the core and texture units over their respective smaller brothers.