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ROG27 said:I'd say 16 MB mip mapped, or 22 MB w/ alpha for a 2048 x 2048 dx1 texture, assuming that's the largest supported texture size.
mrdarko said:so the rsx has upto 22mb of texture cache....is that the sames as a 7800gtx?
Nerve-Damage said:WHAT!?!
When did graphic cards get cache???
Vram (texture) memory yes...cache no.........
Nerve-Damage said:WHAT!?!
When did graphic cards get cache???
Vram (texture) memory yes...cache no.........
barbarian said:Here's an interesting tidbit - a DX1 texture is always guaranteed to fit in RSX's texture cache. How many megs would that be?
mrdarko said:barbarian said this:
if he was talking about memory i am sorry....
ROG27 said:Don't you remember the good ol' days of texture cache and framebuffer memory...
Diamond Monster 3d w/ 2MB texture cache and 2 MB framebuffer memory
3dfx for the win!
Nerve-Damage said:No, No, No,
I got what Barbarian was saying!!![]()
That (Cache) would make RSX unique to its PC brethren (i.e. 7800 GTX).
Barbarian was hinting that RSX will contain some cache along with the reported 256MB of Vram Sony stated at 2005 E3.
Most (if not all) todays graphic cards do not contain any cache…from what I can remember.
RSX having cache guarantees to a certain existent faster texture swapping, less redundant data processing, faster post processing routines, ECT…
mrdarko said:this "feature" sounds like a very good thing to me.....but do you believe it to be viable on rsx?
Umm, that's not remotely true. Today's cards have plenty of cache. Texture cache is there, but if you write your pixels and access your data intelligently you don't need a whole lot. More on-chip memory is found in fifos/register cache/pixel cache/whatever you want to call it, and there's a ton in any graphics chip. This is what makes them good at absorbing texture latency and sustaining their peak throughput. You also have caches for storing information about Z and colour compression, and in the case of ATI, for Hi-Z data.Most (if not all) todays graphic cards do not contain any cache…from what I can remember.
That's pretty much all wrong. Only in the worst cases (e.g. tons of textures, or very non-coherent dependent texture access) is texture swapping an issue, in which case more cache isn't the solution. Post processing has very predictable memory access, and again more cache won't help much. Don't know where you could save redundant data processing.RSX having cache guarantees to a certain existent faster texture swapping, less redundant data processing, faster post processing routines, ECT…
Edge said:Saying their is no cache in a GPU is just silly. There is lots of cache, but for whatever reason the amount of cache is very rarely mentioned by the GPU manufacturers.
Mintmaster said:That's pretty much all wrong.
Well this opinion is based on hard data while working at ATI a few years back, and my extrapolation of that data to current GPU's based on public synthetic tests. I am also very familiar with 3D coding, which you do not seem to be judging by your assertions.Nerve-Damage said:Your opinion anyway.....
Barbarian said:Here's an interesting tidbit - a DX1 texture is always guaranteed to fit in RSX's texture cache.
Barbarian said:How many megs would that be?
Maybe he meant DXT1?aaaaa00 said:Haha. Funny.![]()
DirectX 1 (back then called GameSDK) didn't have Direct3D in it. Way back in 1995, it was just DirectDraw, DirectInput, DirectPlay, and DirectSound.