However, how much of a benefit are they going to have over IMR's that employ excellent HSR techniques?
I hope you're not asking for persentages are you? I'm in no position to know, nor guestimate.
Early Z gives optimal results in early-Z optimized applications; otherwise all other bandwidth saving techniques are mostly optimized for front to back. Granted the persentage of back to front or random order routines should be way lower overall, yet it still gives a higher and more predictable data rejection efficiency to a TBDR.
(Simon usually says that HSR is as old as the Z-buffer for the record
)
I'm not so sure why you're concentrating that much on HSR anyway; it saves quite a lot of fill-rate on a TBDR; otherwise in the majority of cases game engines take care of HSR already via BSPs, portal rendering etc etc.
From the top of my head here are a couple of spots
I personally think a TBDR could have advantages:
- Stencil operations come with no pixel shader cost.
- Supersampling is in relative terms bandwidth "free", while Multisampling is both fill-rate and bandwidth "free". The buffer consumption for high amounts of samples is times lower than on an IMR.
- Hidden pixels do not get textured at all; the pixel shader isn't processing them either.
- You are saving bandwidth and to that by a lot on a TBDR with full floating point render targets; write out a 128bit render target (while doing MRTs for instance) to memory only to overwrite it later on and the bandwidth waste isn't miniscule.
- Pixel and vertex processing is entirely de-coupled on a TBDR; meaning that VS and PS units can work on different scenes f.e.
etc etc.
Things that would worry me on the other hand would be f.e. shader task switching, vertex data rejection and the likes.
Elroy (dreaming of a DX9/10 capable part employing Gigapixel tech since 1902 )
How high are your chances though to see anything in terms of TBDR from NVIDIA? (doh reality check GP no longer exists). Rather damn close to zero wouldn't you say?
If there's a chance to see a high end TBDR of the kind then IMG/PowerVR would be your safest and only bet (mark "safest" with the usual IMG conditionals).
***edit:
Interesting B3D articles (in case you haven't read them) are:
http://www.beyond3d.com/articles/deflight/
http://www.beyond3d.com/articles/directxnext/
I personally don't agree with Ilfirin's conclusion in the latter, but that's a chapter of it's own.