Okay, I’m going to stick my neck out here, so don’t chop my head right off, okay?
I reheard the whole Carmack/Doom III interview and he was talking about ATI’s 8500 Pixel Shader 1.4 ability to apply a number of textures in one pass as contrary to GF3 (6 vs 4 texture inputs max). So it got me wondering: What kind of performance increase could you see in real life from this advantage?
One thing is to have the ability – another is to have a pipe/cache design that will make the best of it... Since memory bandwidth is still a major concern I guess that such a chip would need a larger texture cache to really take advantage of this feature... (so it doesn’t have to fetch texture data/layer number 5 or 6 from the main DDR-memory and slow things down).
ATI makes this statement:
It all sounds awesome (doh!), but as we know, one has to look out for the weakest link in the pipeline, so the question is whether the number of textures that can be blended in one pass really is the main bottleneck in a modern graphics card?
(And no: I was not paid by nVidia to ask this question!)
Regards, LeStoffer
I reheard the whole Carmack/Doom III interview and he was talking about ATI’s 8500 Pixel Shader 1.4 ability to apply a number of textures in one pass as contrary to GF3 (6 vs 4 texture inputs max). So it got me wondering: What kind of performance increase could you see in real life from this advantage?
One thing is to have the ability – another is to have a pipe/cache design that will make the best of it... Since memory bandwidth is still a major concern I guess that such a chip would need a larger texture cache to really take advantage of this feature... (so it doesn’t have to fetch texture data/layer number 5 or 6 from the main DDR-memory and slow things down).
ATI makes this statement:
DirectX® 8.1 pixel shaders allow up to six textures to be sampled and blended in a single rendering pass. This means effects that required multiple rendering passes in earlier versions of DirectX® can now be processed in fewer passes, and effects that were previously too slow to be useful can become more practical to implement.
It all sounds awesome (doh!), but as we know, one has to look out for the weakest link in the pipeline, so the question is whether the number of textures that can be blended in one pass really is the main bottleneck in a modern graphics card?
(And no: I was not paid by nVidia to ask this question!)
Regards, LeStoffer