hi all;
I have one stupid question about the framebuffer and Z-buffer compression used
by the new R 9700Pro cards (and soon by the R9500 cards ).
Does this so called Compression really compress the framebuffer and Z-buffer (up
to 24times) or does it only lessen the bandwidth demand (up to 24times)?
If it only lessens the bandwidth demand, then I think the R9500 with it's 64MB
memory will be a lot slower with AA, because the framebuffer and Z-buffer
would need a lot of space.
But if the Frame-buffer and Z-buffer is really compressed then the R9500 / R9700
would need only a small amount of memory for the Framebuffer and Z-buffer
and so the 64MB would be enough.
example :
without AA : 1600 x 1200 x 32bit x 3 = 22500 KB ( with 2x compression ) = 11250 KB
with 4x MSAA ( and an 2times higher compression due to MSAA ) the memory demand
would only be 22500 KB for Framebuffer and Z-buffer with 4xMSAA enabled.
Otherwise without compression the memory demand would be : 4 x 22500KB = 90000 KB !!
This would mean that AA is only possible at up to 1024x768 pixels due to the high
memory demand ( 1024x768x32x3x4 = 36MB, leaving only 28MB for textures ) and slow due
to the memory trashing when it has to load most textures out of AGP-memory (with
new games like UT2k3 ).
I have one stupid question about the framebuffer and Z-buffer compression used
by the new R 9700Pro cards (and soon by the R9500 cards ).
Does this so called Compression really compress the framebuffer and Z-buffer (up
to 24times) or does it only lessen the bandwidth demand (up to 24times)?
If it only lessens the bandwidth demand, then I think the R9500 with it's 64MB
memory will be a lot slower with AA, because the framebuffer and Z-buffer
would need a lot of space.
But if the Frame-buffer and Z-buffer is really compressed then the R9500 / R9700
would need only a small amount of memory for the Framebuffer and Z-buffer
and so the 64MB would be enough.
example :
without AA : 1600 x 1200 x 32bit x 3 = 22500 KB ( with 2x compression ) = 11250 KB
with 4x MSAA ( and an 2times higher compression due to MSAA ) the memory demand
would only be 22500 KB for Framebuffer and Z-buffer with 4xMSAA enabled.
Otherwise without compression the memory demand would be : 4 x 22500KB = 90000 KB !!
This would mean that AA is only possible at up to 1024x768 pixels due to the high
memory demand ( 1024x768x32x3x4 = 36MB, leaving only 28MB for textures ) and slow due
to the memory trashing when it has to load most textures out of AGP-memory (with
new games like UT2k3 ).