Rys said:Quick Doom3 numbers from the XT only. Yay for coffee breaks.
Hellbinder said:What about 4x AA and 16X AF?
And is that with HQ filtering? or performance filtering?
Is it reproducable in other OGL games? or Doom-III engine games?
thatdude90210 said:Try it on an X1800XL... just wondering if the performance increase come from optimizing the use of 512mb in the XT.
sireric said:As well, we are determined to focus a lot more energy into OGL tuning in the coming year; shame on us for not doing it earlier.
sireric said:This change is for the X1K family. The X1Ks have a new programmable memory controller and gfx subsystem mapping. A simple set of new memory controller programs gave a huge boost to memory BW limited cases, such as AA (need to test AF). We measured 36% performance improvements on D3 @ 4xAA/high res. This has nothing to do with the rendering (which is identical to before). X800's also have partially programmable MC's, so we might be able to do better there too (basically, discovering such a large jump, we want to revisit our previous decisions).
But It's still not optimal. The work space we have to optimize memory settings and gfx mappings is immense. It will take us some time to really get the performance closer to maximum. But that's why we designed a new programmable MC. We are only at the beginning of the tuning for the X1K's.
As well, we are determined to focus a lot more energy into OGL tuning in the coming year; shame on us for not doing it earlier.
Jawed said:Does the boost in D3 relate to trade-offs in texturing memory accesses versus ROP/4xAA memory accesses? Or is the boost solely in terms of the effectiveness of ROP/4xAA accesses?
What about 6xAA?
Jawed
Nite_Hawk said:That's great, but you should stop making me jealous, I got my 7800gtx for a good cause!
In whatever capacity you can answer, how do your mappings differ compared to what you did previously? ~36% improvements are dramatic, and if you are expecting more improvements that is remarkable. I'm not a memory guy really, but are these mostly dealing with latency or throughput improvements? Better data packing? re-ordering? compression? Caching? Inquiring minds want to know!
Oh, any chance for improvments in D3d as well?
Nite_Hawk
sireric said:D3D already got some tuning for launch, but there's a lot to do there as well.
This specific change has to do more with throughput and data ordering. Though it's empirical in nature, so we need to go back and tune things with a better understanding.
sireric said:D3D already got some tuning for launch, but there's a lot to do there as well.
This specific change has to do more with throughput and data ordering. Though it's empirical in nature, so we need to go back and tune things with a better understanding.
geo said:So still in the "warmer" "colder" stage looking for the pattern. Yeah, that does suggest good things for the future unless you were inordinately lucky.
Nite_Hawk said:Wow, that's great... I'm still yearning to understand more about what data exactly you are re-ordering and how you are doing it to get that kind of an improvement, but I imagine that you probably can't publically say too much about it. (boo!)
Do you know if these changes will be roled into your linux drivers as well?
Nite_Hawk