First look at TG.tw:
http://www.tomshardware.tw/596,news-596.html
What is "Unparalleled Anti-Aliasing & Anisotropic Filtering"?
It also mentions the releasedate and new Vantage Extreme scores.
First look at TG.tw:
http://www.tomshardware.tw/596,news-596.html
What is "Unparalleled Anti-Aliasing & Anisotropic Filtering"?
Good news! I can confirm that based on my own tests microstuttering is gone on R700!
I've tested with R700 (ATI Radeon HD 4870 X2) and R680 (ATI Radeon HD 3870 X2) in Crysis (1600x1200 and High settings). I used Fraps and enabled Frametimes logging. I recorded 2 seconds from exactly the same point in game (loaded from save game). Based on my recorded data, with ATI Radeon HD 3870 X2 frames are rendered after ~21,5 and every other frame after ~49,5 ms. With ATI Radeon HD 4870 X2 all framres are rendered after ~ 21,9 ms.
August 12th it is then
And 6920 in Vantage Extreme... how does that compare to a GTX 280?
Not good.
I found one source that claimed 4800.
And that source also claimed 5500 on R700..so 6920 is a huge improvement on that.
ZOMG!!
Micro-stuttering is dead on R700, according to this source:
ZOMG!!
Micro-stuttering is dead on R700, according to this source:
Why exactly is screenspace tiling, say in an upper 60 percent and a lower 40 percent, such an irrelevant option? Especially if all your GPUs have a massive advantage over the competition in Setup-rate/throughput?
I understand this would be true for the now discontinued Supertiling-mode. But is this also the case even if you divide the screen into fixed stripes? Vertices should have positioning info about where on screen they like to be drawn after all.Both chips would (afaik anyway) need to do full geometry for every frame instead of every 2nd frame like with AFR
I understand this would be true for the now discontinued Supertiling-mode. But is this also the case even if you divide the screen into fixed stripes? Vertices should have positioning info about where on screen they like to be drawn after all.
Of course, you'd need some driver work and maybe some overlap so that you have to render 105 percent of the actual screen-res height to compensate for geometry not sticking to it's half.
=>Kaotik: That shouldn't happen. If I'm not mistaken, CrossFire SFR uses a fixed ratio for each game - but it's not always 50:50 'cause it's a known problem that there's more work in the lower part of the screen. And AFAIK, SLI continually shifts the ratio so the workloads are balanced better, so this should be possible with CF as well, but probably has more (CPU?) overhead.
Thing is you don't know the final screen space position of a vertex until the vertex shader (and geometry shader) has been run. Each of the cards will have to run through all that data before they can cull the stuff that's outside their tile.I understand this would be true for the now discontinued Supertiling-mode. But is this also the case even if you divide the screen into fixed stripes? Vertices should have positioning info about where on screen they like to be drawn after all.