If you call quality texture filtering (aniso, trilinear) 'fixed-function applications'...Chalnoth said:The problem is that more TMU's would only increase performance for fixed-function applications.
If you call quality texture filtering (aniso, trilinear) 'fixed-function applications'...Chalnoth said:The problem is that more TMU's would only increase performance for fixed-function applications.
Chalnoth said:The problem is that more TMU's would only increase performance for fixed-function applications. I would find it more than a little disappointing to see hardware manufacturers turn around and start focusing on performance of "low tech" at the expense of "high tech" performance.
Chalnoth said:The problem is that more TMU's would only increase performance for fixed-function applications.
Like nVidia did when they decided to keep the "old" integer register combiners in nv30?Chalnoth said:I would find it more than a little disappointing to see hardware manufacturers turn around and start focusing on performance of "low tech" at the expense of "high tech" performance.
Ante P said:WaltC said:That's probably because UT2K3 is an extremely cpu-limited game...
huh, what would that have to do with it?
it's not like 1600x1200 puts a whole lot of loaf on the CPU compared to 1024x768
WaltC said:Ante P said:WaltC said:That's probably because UT2K3 is an extremely cpu-limited game...
huh, what would that have to do with it?
it's not like 1600x1200 puts a whole lot of loaf on the CPU compared to 1024x768
What I had in mind was the fact that you can run at 1024x768 with 6x FSAA as fast as you can at 1280x1024x2x FSAA (or faster) because in both cases the cpu is the limiting factor. Were it not, I would expect that 1280x1024x2FSAA would run faster than 1024x7x6x FSAA. IE, the cpu is slowing you down at the higher resolution even with a much lower hit on FSAA--or another way of looking at is you are using a lot more of the card's potential at 1024x7x6 than at 1280x1024x2, IMO. Wasn't talking about stress on the cpu--but stress on the 9700P which, since it is cpu-limited at 1280x1024x2 in this game, is relatively relaxed compared to 1024x768x6 where the game is just as cpu limited, but the card can flex much more of its muscle because of the 6xFSAA mode you are running.
That seems quite reasonable. 1024x768 is a lot less pixels to shade. This becomes a big deal because MSAA is not fillrate intensive.Ante P said:yeah but the whole issue here was that 1024x768 with 6x AA is FASTER than 1600x1200 with NO AA
OpenGL guy said:That seems quite reasonable. 1024x768 is a lot less pixels to shade. This becomes a big deal because MSAA is not fillrate intensive.Ante P said:yeah but the whole issue here was that 1024x768 with 6x AA is FASTER than 1600x1200 with NO AA
Thus, if the application is fillrate limited, lowering the resolution and adding AA may actually increase performance.
Hehe, sorry. I lost track of the thread and just replied to the last postAnte P said:OpenGL guy said:That seems quite reasonable. 1024x768 is a lot less pixels to shade. This becomes a big deal because MSAA is not fillrate intensive.Ante P said:yeah but the whole issue here was that 1024x768 with 6x AA is FASTER than 1600x1200 with NO AA
Thus, if the application is fillrate limited, lowering the resolution and adding AA may actually increase performance.
hehe yes, exactly what we said above, it was just that WaltC made a strange comment on it