Where did we say different things?Ailuros said:As for where you're standing, uhmm trust the more experienced one out of the two![]()
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Where did we say different things?Ailuros said:As for where you're standing, uhmm trust the more experienced one out of the two![]()
I'm not trying to start a flamewar between comrades or anything.. but where are we standing exactly?
Is it "so low" that you consider it "non significant"?
What ratios are we talking about? For each 100% increase in cores, you'll need 10% increase in memory bandwidth? More? Less? Not allowed to specify?![]()
Actually I think we can be specific in saying that there is no significant change in memory cost associated with multi-core, I'm not sure why anyone would think there was
I'm not trying to start a flamewar between comrades or anything.. but where are we standing exactly?
Is it "so low" that you consider it "non significant"?
What ratios are we talking about? For each 100% increase in cores, you'll need 10% increase in memory bandwidth? More? Less? Not allowed to specify?![]()
Yes. And I think some were suggesting that as you introduce more cores, there's an overhead, so instead of being a linear use it's exponential. eg. A linear memory would have 1 core using 5 GB/s, say; 2 cores 10 gb/s; 4 cores 20 GB/s. Whereas the suggestion is with overhead, that where 1 core consumes 5 GB/s, a second would push the total up to 12 GB/s, and quad-core would go to 28 GB/s.This is getting strange - the amount of bandwidth needed per core will depend on what you're trying to do with it. And what the guys from IMG are saying is that if for example Apple wanted to quadruple the number of pixels on the iPad3 and therefore (hypothetically) utilized a 543MP8 configuration or four times the number of cores, those cores would use four times the bandwidth to do the same job, they wouldn't incur any extra penalty.
Yes. And I think some were suggesting that as you introduce more cores, there's an overhead, so instead of being a linear use it's exponential. eg. A linear memory would have 1 core using 5 GB/s, say; 2 cores 10 gb/s; 4 cores 20 GB/s. Whereas the suggestion is with overhead, that where 1 core consumes 5 GB/s, a second would push the total up to 12 GB/s, and quad-core would go to 28 GB/s.
Both Rys and JohnH are telling us that memory usage is linear, based on workload. You'll clearly need X times as much memory to drive X number of cores as they all consume data, but there's no additional penalty.
For the same number of pixels, bandwidth goes up almost negligably when you add cores to work on them. So it's not linear at all (for us anyway) when doing MP.
I missed a 'bandwidth' there.Why would you need X times as much memory for X cores,
Yeah, that's what I was getting at. If you are targeting a more powerful GPU, you'll feed it more data needing more BW. If you have the same graphics workload and start adding more cores, it won't change the bandwidth usage as it's the same amount of data, just being processed faster. Clearly the choice to go with a four or eight core SGX in a device would have to be coupled with a choice to increase RAM BW accordingly to feed them, but not with any overhead that means more cores = less memory efficiency.For the same number of pixels, bandwidth goes up almost negligably when you add cores to work on them. So it's not linear at all (for us anyway) when doing MP.
Yes but if workload increases for a config with N amount more cores, then naturally the bandwidth requirements should increase too.
Clearly the choice to go with a four or eight core SGX in a device would have to be coupled with a choice to increase RAM BW accordingly to feed them, but not with any overhead that means more cores = less memory efficiency.
That was exactly the info I was looking for.
By increasing the number of cores, one assumes the purpose is to also increase the number of rendered pixels, increased geometry, post-processing effects, higher-resolution textures, etc.
And by doing so, the SGX5 architecture would naturally need to also increase the memory bandwidth available for the whole GPU (and not memory bandwidth per-core), or the graphics subsystem would face a bottleneck eventually.
Maybe for not using the right terms, the answers I was getting were not for the question I made, hence all the confusion.
Isn't the main benefit of TBDRs is that you don't need to go off-chip as IMRs meaning you need less bandwidth for a given workload?
There is some bandwidth increase as well where the tile binner has to create new vertexes or where vertexes get reproduced for where triangles get split across/included in multiple tiles. It'd actually be interesting to see some figures in just how many additional vertexes are created for a tiler that splits triangles. I've heard that Mali and maybe others don't split triangles at all and render the whole thing in each tile they're present in with guard-band clipping. If true I wonder what the actual cost of guard-band is, if it's something that scales per number of scanlines or even worse, has to reject individual pixels that fall outside of it (there's no way that'd be true for a tiler right..?)
http://translate.googleusercontent....7.html&usg=ALkJrhhMQojA4k72Jm9GPVJ4--nNwLYw2wFor instance, HDR is the latest in PC for rendering in the GPU, 16 bit per channel floating point (FP16) is used in a standard 64-bit buffer, 64-bit bus width, this is not suitable SGX543 in practical systems. Therefore, NGP for SGX543MP4 "+" is something which seems to support the buffer 9995 to demonstrate a decent 32-bit high dynamic range. Each 9-bit RGB, RGB each 5 bits are stored on the common exponential term, this format as well as texture, render it available as a.
So the order independent transparency is possible with the hardware?I`ll just... leave this here. *shrug*
http://translate.googleusercontent....7.html&usg=ALkJrhhMQojA4k72Jm9GPVJ4--nNwLYw2w
http://translate.googleusercontent....7.html&usg=ALkJrhj-9L_I5ujH81-31GDQgtfm0QMJig
Nothing new I`m sure... but eh.