OpenGL guy
Veteran
Bzzt! Next answer?Gubbi said:My bet is that each sprite quad is composed of two tris, thus halving throughput.
Bzzt! Next answer?Gubbi said:My bet is that each sprite quad is composed of two tris, thus halving throughput.
OpenGL guy said:Bzzt! Next answer?
OpenGL guy said:Bzzt! Next answer?Gubbi said:My bet is that each sprite quad is composed of two tris, thus halving throughput.
NopeGeeforcer said:OpenGL guy said:Bzzt! Next answer?
Fill-rate limitation ?
Forget about it: You're not getting my R300!Doomtrooper said:Whats the prize for the right answer ?
OpenGL guy said:Bzzt! Next answer?Gubbi said:My bet is that each sprite quad is composed of two tris, thus halving throughput.
OpenGL guy said:P.S. It helps if you sit down and actually look at the data instead of just stabbing in the dark.
Geeforcer said:Undeleted question: do the large discrepancies between single and multi-texture filtrate results on R9000 and R9700 stem primarily from the way the tests are setup?
Single-Texturing: There are 64 surfaces with one texture each. This means that the graphics hardware fill each of these objects separately, no matter how many texture layers that card is capable of drawing in a single pass.
Multi-Texturing: We draw 64 texture layers as fast as possible. This means that we take advantage of the fact that modern cards are usually capable of drawing multiple texture layers on a single object as fast as it would draw one single layer. 64 texture layers are distributed so that each surface in use has as many texture layers as that particular card can draw in a single pass. For example, if your card can draw 8 texture layers in a single pass, then there will be 8 objects with 8 texture layers each. If your card is capable of doing 6 texture layers in a pass, there will be 10 objects with 6 layers and an 11th layer with the remaining 4 layers.
Geeforcer said:So the greater the number of textures the hardware can draw in a single pass, the greater will the discrepancy between singe and multi-texture result be.
OpenGL guy said:But seriously, you aren't taking the datasets into consideration. For example, how large are the triangles in the hi-poly 1 light test vs. the size of the point sprites in the point sprite test?
As soon as you analyze the data, let us know.
What investigation have you done that leads you to believe there's a possible driver issue here? Maybe Geeforcer is on to something with his data.
DemoCoder said:I'd estimate that the point sprite test pixels are between 1-4 pixels given the size of the jaggies and "holes" that pop sometimes. Are you saying that the point sprites are eating more fillrate than the triangles? I highly doubt it. 40 million point sprites * (let's be conservative and say 10 pixels each) yields 400megapixels/sec.
Point sprites are a kind of particles which have more limitations than custom particle systems, but are drawn very fast if there is hardware support for them. There are about 500000 particles simultaneously on-screen in this test and they are used for rendering a 3D model. Particles are usually used in games for effects like fire, smoke and explosions. We are using such a large number of particles that we have to use particles the size of a single pixel. If we didn't, the test would become heavily fill rate limited.
psurge said:I'd like to see what kind of score it gets without the OCed P4.
Then again, 3.0GHz P4s are supposedly coming out before the end of the year...
Serge
DemoCoder said:I'd estimate that the point sprite test pixels are between 1-4 pixels given the size of the jaggies and "holes" that pop sometimes. Are you saying that the point sprites are eating more fillrate than the triangles? I highly doubt it. 40 million point sprites * (let's be conservative and say 10 pixels each) yields 400megapixels/sec.
The high poly count test has 1047088 polygons in the scene, with the most dense meshes in the dragons (about 100K each). This means that at least on the dragons, the polygons can be about the size of a pixel, and some are sub-pixel size, depending on the resolution. The other objects in the scene have larger polygons and the skybox and the ground have naturally the largest ones.OpenGL guy said:But seriously, you aren't taking the datasets into consideration. For example, how large are the triangles in the hi-poly 1 light test vs. the size of the point sprites in the point sprite test?
That's not entirely true as DX8 handles point sprites by rasterising a quad that has each vertex with the same colour (with the option of the texture coordinates being the same too). It's not a poly in the normal sense of things but it's still got vertices.The point sprite test, of course, has no polygons