Opinions needed on this Interview

Demirug said:
Jawed, it looks like that ATi prefer a vertical split for rendertargets and no split for R2T. The split position seems to set as percentvalue. The driver use this value and calculate the pixelposition for the split. To make sure that the split is not inside a tile the driver move it to the next tileborder if nessary.

A vertical split is better for most games but it looks like that ATI can control this on per game basis like nVidia.

Thanks for that! Can you tell if the split position can change from frame to frame?

Can NVidia use a vertical split in SFR mode?

Jawed
 
I am not sure if ATI have some kind of dynamic move for the splitline. I have not see anything but the driver is very large and it is possible that i lost the trace.

If I have understand the nVidia solution right they assign rectangles to each card. This make a vertical splitline possible. IMHO they use a horizontal line because it make the scan out over the bridge easier.
 
A vertical split sounds like it wouldn't really need to be dynamic. I don't know how much work a dynamic split entails, but it seems that effort may be better spent elsewhere with a vertically split screen.
 
trinibwoy said:
Some sort of adaptive load-balancing approach like Nvidia has with SFR still seems like the most sensible solution.
Well, nVidia's dynamic load-balancing would almost have to be reactive, not proactive, no? Seems to me it'd only react after the current split stumbled for a (few) frame(s), so it probably wouldn't be as effective in boosting the minimum framerate as it would the average. It also seems (in this Extreme Layman's opinion) that a vertical split would sidestep most of the issues that a horizontal split would encounter. In the games where a variable or asymmetric split would be preferable, it would be due to the *hor*izon, not the *ver*izon. :) It's probabaly more likely you're seeing sky above and ground below than ground on the left side and sky on the right (say, near a mountain?).
 
Pete said:
A vertical split sounds like it wouldn't really need to be dynamic. I don't know how much work a dynamic split entails, but it seems that effort may be better spent elsewhere with a vertically split screen.
I don't think so. A single fixed vertical split (or any other direction) is by far not enough to even the workloads out. It happens far too often that part of the screen is blocked by a wall, or an explosion/smoke/complex object is only visible in one area of the screen.

You really need to partition the screen into loads of small segments and hope for the workload to average out, or do a dynamic splitting.
Dynamic splitting works reasonably well because there can't be too much changes frame-to-frame since otherwise the motion would become jerky.
 
Pete said:
Well, nVidia's dynamic load-balancing would almost have to be reactive, not proactive, no? Seems to me it'd only react after the current split stumbled for a (few) frame(s), so it probably wouldn't be as effective in boosting the minimum framerate as it would the average.

Well there was some discussion a while back on how this might work. It is reactive as you say but it may be recalculated per-frame. I think this would improve minimum framerates as well since the prior frame's load-balancing ratio should provide a very good approximation for the next frame's in most situations (assuming a relatively high-framerate in the first place).

Pete said:
It also seems (in this Extreme Layman's opinion) that a vertical split would sidestep most of the issues that a horizontal split would encounter. In the games where a variable or asymmetric split would be preferable, it would be due to the *hor*izon, not the *ver*izon. :) It's probabaly more likely you're seeing sky above and ground below than ground on the left side and sky on the right (say, near a mountain?).

I agree with Xmas above. In indoor areas there is a high probability that one side of the screen has a lot less geometric detail. Of course a horizontal split also has issues in outdoor areas where the sky is visible as you pointed out.
 
I'm thinking of how much time I spent peaking partially around corners at Trigens and Mercs going at it with gusto in Far Cry and thinking a vertical split would have just as much of a problem as a horizontal split.
 
Does every frame need to be finished?

Let's say, that one card can't finish all it's tiles, would it be able to drop the output for one frame to work on the next one because simply, it has no time to finish that frame?
It would then signal the master card that workload is too high and it wants less work for the next frame.

I doubt if there would be any "jerking" since you'd miss out on two frames (max I guess.) where a number of tiles would be missing.
Especially if you consider you'd get higher minimum (and average) framerates, missing, say 20 tiles in a 40fps environment would hardly be noticeable.

Dumping tiles in a high fps environment to possitively affect the minimum framerate and load balancing seems like a worthwile tradeoff.
 
geo said:
I'm thinking of how much time I spent peaking partially around corners at Trigens and Mercs going at it with gusto in Far Cry and thinking a vertical split would have just as much of a problem as a horizontal split.

Now image, this vertical split.. then adding a horizontal split to counter the load issue..

what do you have now? right, tiling.. TILING is the resolution for all for h/v splitting issues..

back at square 1...
 
Well, let's ask Demirug: Can the driver split the screen vertically and horizontally at the same time?...

Jawed
 
Jawed said:
Well, let's ask Demirug: Can the driver split the screen vertically and horizontally at the same time?...

Jawed

Well, as always without any warranty.

It doesn't look like. There is one part for vertical split and one for horizontal splitline calculation but if i understand it right the can not used at the same time. Using two splitline at the same time with only two chips make the imagecombinding more complicated. I am talk about 2 chips because on an other place it looks like that there are only two chips supported at the moment.
 
Demirug said:
Well, as always without any warranty.

It doesn't look like. There is one part for vertical split and one for horizontal splitline calculation but if i understand it right the can not used at the same time. Using two splitline at the same time with only two chips make the imagecombinding more complicated. I am talk about 2 chips because on an other place it looks like that there are only two chips supported at the moment.

So,
SFr -> 2 Radeons
supertiling -> 4 Radeons?
 
Xmas and trinibwoy, can't believe I missed that. I was focusing on outdoor environments (Far Cry) and somehow ignored indoor environments (Doom 3).

It also makes sense that, given a high framerate, using the prior frame as a predictor of the next frame's workload would be pretty intelligent. But I'm still not sure this would eliminate the minimum framerate (the momentary dips upon encountering a new area or something), though it may reduce the duration of the dip (and thus raise the framerate of, say, the bottom quartile).

Did anyone benchmark AFR vs. SFR in the same game? AFR would seem to be the best solution, but I forget which mode has potential problems with certain effects and features. I guess it's already time to re-read Dave's SLI article. Edit: Apparently RTT affects both modes, so the ideal appears to be a "single" GPU composed of multiple cores (apologies to Chalnoth ;)) that works with a single local memory pool, allowing for "full speed" spatial/temporal effects that may stretch across a frame split or alternating frames.
 
Pete said:
Xmas and trinibwoy, can't believe I missed that. I was focusing on outdoor environments (Far Cry) and somehow ignored indoor environments (Doom 3).
This is not restricted to indoor scenes. Even in an outdoor environment you could have a rock, tree, etc. cover half of your screen while the other half shows a complex scenery. Or you could pass along a single complex building. And other effects, like multi-layer smoke trails... well, you should probably try to not have them centered in your view ;)

I think a horizontal split is better than a vertical split (both with dynamic adjustment) because most objects enter the field of view from the sides. Turning left or right is much more common than looking up or down.

It also makes sense that, given a high framerate, using the prior frame as a predictor of the next frame's workload would be pretty intelligent. But I'm still not sure this would eliminate the minimum framerate (the momentary dips upon encountering a new area or something), though it may reduce the duration of the dip (and thus raise the framerate of, say, the bottom quartile).
Objects don't usually pop up in an instant, so even if one card suddenly has to do 10% more work, your framerate is still way higher than it is with a single chip setup.
 
Xmas said:
I think a horizontal split is better than a vertical split (both with dynamic adjustment) because most objects enter the field of view from the sides. Turning left or right is much more common than looking up or down.

Take far Cry.
In a horizontal split your top card would be busy rendering hdr lighting and the bottom card a nice set of water.
Looking left will give you a view of the island and right shows you nothing but sea...
 
neliz said:
Xmas said:
I think a horizontal split is better than a vertical split (both with dynamic adjustment) because most objects enter the field of view from the sides. Turning left or right is much more common than looking up or down.

Take far Cry.
In a horizontal split your top card would be busy rendering hdr lighting and the bottom card a nice set of water.
Looking left will give you a view of the island and right shows you nothing but sea...
HDR doesn't mean just the sky; it should affect the entire scene.
 
Reverend said:
HDR doesn't mean just the sky; it should affect the entire scene.

Yes, but in the FC example it would be most noticeable and work intensive in the top half of your screen, say around trees..

I just want tiling..
 
neliz said:
Reverend said:
HDR doesn't mean just the sky; it should affect the entire scene.

Yes, but in the FC example it would be most noticeable and work intensive in the top half of your screen, say around trees..

I just want tiling..

It's not because something is more noticeable that it requires more work and it's not because something is not noticeable that it requires no work.
 
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