In that case I would love to know how it runs Windows 8 RT, since that mandates ps_2_0, which in turn requires 24-bit.
Let's ask "technical marketing"....
In that case I would love to know how it runs Windows 8 RT, since that mandates ps_2_0, which in turn requires 24-bit.
In that case I would love to know how it runs Windows 8 RT, since that mandates ps_2_0, which in turn requires 24-bit.
In that case I would love to know how it runs Windows 8 RT, since that mandates ps_2_0, which in turn requires 24-bit.
http://www.nvidia.com/object/white-papers.html
Nvidia released PDF white papers on Tegra 4/4i, i500 & Chimera.
WhitePaper said:Vertices are processed by six VPE units in the Tegra 4 processor’s GPU, each including a VEC4 ALU (arithmetic logic unit) that contains four MAD (Multiply-Add) units (where MAD units are more commonly known as Vertex Cores).
http://forum.beyond3d.com/showpost.php?p=1613873&postcount=15In that case I would love to know how it runs Windows 8 RT, since that mandates ps_2_0, which in turn requires 24-bit.
http://www.tomshardware.com/reviews/tegra-4-tegra-4i-gpu-architecture,3445-3.htmlMicrosoft is not crystal clear on that topic but my understanding is that ps_2_0 requires FP24, as does ps_4_0_level_9_2. However ps_4_0_level_9_1 would work with FPwhatever.
D3D1x.x ps_4_0_level_9_x are slightly different than D3D9.x ps_2_x and shaders have actually to be compiled against both profiles but precision doesn't matter there.
An interesting note is that while Windows RT mandates a minimum of Direct3D 9_1, Windows Phone 8 actually requires Direct3D 9_3 on the dot. That would presumably mean both Tegra 4 and 4i are shut out from the Windows Phone market, which depending on how that OS grows in the next year or two, may or may not be important.On Windows Phone 8, all devices have GPUs that support feature level 9_3.
...
If an app creates a Direct3D graphics device and requests a feature level higher than 9_3, the device will be successfully created on the emulator. However, when the app is run on the phone, it will not be able to create a Direct3D graphics device with a feature level higher than 9_3, so some code that requires higher feature level functionality could work on the emulator but not work on a physical device.
http://forum.beyond3d.com/showpost.php?p=1613873&postcount=15
I asked this last year when nVidia's Tegra 3 Windows RT tablets were announced but never really got a good response at that time.
http://www.tomshardware.com/reviews/tegra-4-tegra-4i-gpu-architecture,3445-3.html
That appears to be correct. According to Tom's Hardware, nVidia is only claiming Direct3D 9_1 support for Tegra 4 where FP20 is sufficient. Tegra 4 does support a number of 9_3 level features, like instancing, which they can't currently expose in Windows given the definition of the feature levels. Apparently nVidia is trying to convince Microsoft to allow some type of exception/compromise to expose their cherry-picked feature set, which I thought was precisely what Microsoft wanted to prevent when they eliminated capability bits in DX10 and later instituted well-defined, cross-vendor baseline feature levels.
EDIT:
http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj714085(v=vs.105).aspx
An interesting note is that while Windows RT mandates a minimum of Direct3D 9_1, Windows Phone 8 actually requires Direct3D 9_3 on the dot. That would presumably mean both Tegra 4 and 4i are shut out from the Windows Phone market, which depending on how that OS grows in the next year or two, may or may not be important.
I struggle to see where Nvidia went terribly wrong on this one. I doubt WinRT was very much on the radar when Tegra 3 was being defined and it's not as Angry Birds suffers major image quality loss when using a 20 or 24 bits shaders.Well that truly is terrible from nvidia...
Good point: what's worse? The inconsequential lack of pixel precision or the lack of stability? Which one would be most damaging to Microsoft's brand?so it looks like ms dropped the d3d feature level down in w8rt for tegra 3 over say an s4 pro...
....I guess thats because of nvidias experience with windows drivers...I suppose stability and a solid start took priority over slightly more performance and feature set....(if only qualcomm got their drivers into gear..grr)
I struggle to see where Nvidia went terribly wrong on this one. I doubt WinRT was very much on the radar when Tegra 3 was being defined and it's not as Angry Birds suffers major image quality loss when using a 20 or 24 bits shaders.
If Microsoft decided to use Tegra 3, it's clear that they didn't care very much either. And neither does the market: I don't think I read a single Surface RT review lamenting the lack of pixel precision.
Good point: what's worse? The inconsequential lack of pixel precision or the lack of stability? Which one would be most damaging to Microsoft's brand?
Exactly. If lack of pixel precision is terrible, you're in danger of running out of superlatives fast for the stuff that matters.I think its the lamentation of having tegra 3 with single channel memory rather s4 pro with dual...much better chip although as pointed out obviously no drivers.
Exactly. If lack of pixel precision is terrible, you're in danger of running out of superlatives fast for the stuff that matters.
That also means that Tegra 4 should be fine wrt graphics for whatever Surface or Android product that comes next.
Yes I agree tegra 4 should be decent performance wise...all im saying is nvidia/ms arnt pushing the envelope like they do on the desktop.
In general it looks like all these SoC manufacturers are trying to sell hardware that very few people really want or need. I always wonder why people care about GLBenchmark scores on a phone.
What exactly can you do on a phone with a badass GPU?
PPI on mobile devices is already soaring well past PC monitors.
All of this graphics performance is just going to be wasted on rendering detail that nobody can see. I don't really see the point to be honest.
I would love someone to come up with a compelling use case for very fast SoC graphics but I don't see one right now.
http://www.pocketgamer.co.uk/r/iPad/Need+for+Speed:+Most+Wanted/feature.asp?c=46679As far as I can tell it's only nVidia that has been pushing for custom enhanced versions of mobile games to take advantage of faster hardware. Everybody else just codes for the lowest common denominator. What exactly do you want Microsoft and nVidia to do differently?
Well putting aside games, nVidia is saying that it enables more fancy camera features.In general it looks like all these SoC manufacturers are trying to sell hardware that very few people really want or need. I always wonder why people care about GLBenchmark scores on a phone. What exactly can you do on a phone with a badass GPU?
Angry Birds!Play mobile games while on the move?
Because watching videos and whatever else they do on their mobile device stresses current generation GPUs?Just because you fail to see the point it doesn't mean that some folks aren't killing some time on the move watching videos, playing games or whatever else with their mobile device.
I'm fine with GPU perf increasing, of course. But I totally get why Nvidia decided to favor CPU over GPU for Tegra 3. Being known for a PC GPU company doesn't mean that you shouldn't first get the performance fundamentals right. And for the vast majority of users, things are still CPU bound. This is no different than Intel with PCs: focus on CPU first, once that levels off, start increasing the GPU.When you don't see a point from the get go how high are the chances you'd find any sort of compelling use for high graphics performance in SFF mobile devices anyway?
I don't think you're following me Ail. I play a lot of games on my phone and use my Nexus 7 every day. I'm not questioning the need for GPUs. Just the need for faster ones - in response to the comment about pushing the envelope.
All of the things you mentioned - mobile gaming, higher definition text - don't require blockbuster graphics performance. What can we do on tomorrow's SoC's that we can't do today?