Don't be silly. Don't you know B3D is powered by arrays of thermocouples and all this hot air is making it chug wonderfully well....Ingenu said:Could you please guys stop talking about things you don't have any information about ?
There's no point discussing whether Naomi3 (is it its name ?) would be faster or slower compared to XBox2, since we have the specs of neither !
I'd go more for the research areapmac said:I copied this job description from the Imagination Technologies career page at the beginning of January this year:
Ingenu said:Could you please guys stop talking about things you don't have any information about ?
There's no point discussing whether Naomi3 (is it its name ?) would be faster or slower compared to XBox2, since we have the specs of neither !
Simon F said:I'd go more for the research areapmac said:I copied this job description from the Imagination Technologies career page at the beginning of January this year:
Jodi said:Ailuros said:Jodi,
Did you quit your job over there, or did they fire you?
I left to get married in NZ. I Loved my time at PowerVR, but I love my wife more ;-)
Addressing each one at a time:Enbar said:I'm surprised everyone here is so pro TBDR. As time progresses I believe its advantages become less and less.
It is a common misconception that TBDR only offers a performance benifit where overdraw is present. This completly ignores the considerable BW advantages of keeping all FB read/modify writes on chip e.g. non of todays IMR's are able to hit anywhere near there theortical peak fill rates with simple translucency.Here are the problems I see with it:
+ Both Nvidia and ATI are convincing developers to use a zfill pass before doing any complex pixels. For games that do this a TBDR will have almost no advantage over a traditional raserizer with fast early z/hiz.
Difficult yes, impossible no. We've been doing this a long time, we know what we're doing.+ As geometry complexity increases creating an efficient TBDR becomes increasingly difficult/impossible.
Why would you think this is any harder on an TBDR than an early Z IMR? Basically its a pain for everyone, and is bad for everyones performance, in fact more so for an IMR as it makes it rather difficult to apply heirarchical depth buffering.+ Pixel shaders and vertex shaders that modify depth make TBDR more difficult.
Let me do an obvious one for you, where exactly do think an IMR would put the memory for 64bpp (HDR) 1024x768 64x FSAA'd image?Now to be fair I could list off some positives, but since everyone seems so supportive of TBDR you must already know about those so I won't go there.
non of todays IMR's are able to hit anywhere near there theortical peak fill rates with simple translucency.
...64bpp (HDR) 1024x768 64x FSAA...
Hehe. Yes there's always embedded memory, where you're prepared to accept constraints on resolution and degree of AA applied.Panajev2001a said:non of todays IMR's are able to hit anywhere near there theortical peak fill rates with simple translucency.
Cough... Graphics Synthesyzer... cough...
Hey, I am a fan of fat 2,560 bits data-paths .
I know your point will focus on having to store a HUGE frame-buffer for good AA and that will waste too many transistors, but intelligent tiling and primitive gropuing is not an exclusive rights of TBDR GPUs .
http://makeashorterlink.com/?P2EF36518
That 64 samples total, or any no of samples from 16x up really to make IMR's choke up their available memory.... Sorry that should read "any number of samples other than 1 really makes an IMR choke up its memory!"Ailuros said:...64bpp (HDR) 1024x768 64x FSAA...
Dumb question: for N amount of samples a N*N grid?
JohnH said:Hehe. Yes there's always embedded memory, where you're prepared to accept constraints on resolution and degree of AA applied.Panajev2001a said:non of todays IMR's are able to hit anywhere near there theortical peak fill rates with simple translucency.
Cough... Graphics Synthesyzer... cough...
Hey, I am a fan of fat 2,560 bits data-paths .
I know your point will focus on having to store a HUGE frame-buffer for good AA and that will waste too many transistors, but intelligent tiling and primitive gropuing is not an exclusive rights of TBDR GPUs .
http://makeashorterlink.com/?P2EF36518
John.
BTW, I think IMRs + e-DRAM and TBDRs without e-DRAM are both valid approaches in theory so I am not trying to proove the TBDR solution has to suck.
Ailuros said:BTW, I think IMRs + e-DRAM and TBDRs without e-DRAM are both valid approaches in theory so I am not trying to proove the TBDR solution has to suck.
I didn't understand it otherwise; question would be whether by the time e-DRAM becomes "affordable" in larger quantities, why a TBDR couldn't theoretically use it too.
JohnH said:Thats one long link! Think I've heard about that one before, kind of like tiling really!
Ailuros said:BTW, I think IMRs + e-DRAM and TBDRs without e-DRAM are both valid approaches in theory so I am not trying to proove the TBDR solution has to suck.
I didn't understand it otherwise; question would be whether by the time e-DRAM becomes "affordable" in larger quantities, why a TBDR couldn't theoretically use it too.
I think that is for META so I wouldn't know if there is a dinner.Ailuros said:Simon,
I just saw the Queen's award announcement. Was there/is there going to be some kind of dinner? I'd love to hear the details *snicker*