Check :
http://www.anandtech.com/video/showdoc.html?i=1673&p=4
Now AFAIK and can remember even good'old Voodoo1 did this, its known as a tile based memory layout and is a classic technique to improve, mainly, the texture cache efficieny. Why are companies dusting off this technique and introducing it as something new and revolutionary ?
Also what do you guys think about the "sharing" pipelines story ? Make sense to you or is it again something everybody else has been doing for years ? E.g. LOD calc done once and used for all 4 pixels ?
K-
http://www.anandtech.com/video/showdoc.html?i=1673&p=4
The XP4 has long been rumored to be a tile-based rendering solution like STMicro's Kyro II and as intriguing as deferred rendering technologies are, you won't find any such technology in the XP4. Instead, the XP4 is a conventional immediate-mode renderer like the GeForce4 or Radeon 9700 but with a tile-based rasterization engine. All this means is that the XP4 uses a tile-based algorithm for storing pixels in its frame buffer; so instead of writing lines of pixel data to the frame buffer the XP4 writes the data in blocks/tiles. The XP4's tile-based rasterizer is much like Intel's 845G graphics core in this respect, and the main reason behind it is to optimize for the XP4's internal caches. The end result is improved memory bandwidth efficiency, which helps tremendously considering that the XP4 has no real occlusion culling technology.
Now AFAIK and can remember even good'old Voodoo1 did this, its known as a tile based memory layout and is a classic technique to improve, mainly, the texture cache efficieny. Why are companies dusting off this technique and introducing it as something new and revolutionary ?
Also what do you guys think about the "sharing" pipelines story ? Make sense to you or is it again something everybody else has been doing for years ? E.g. LOD calc done once and used for all 4 pixels ?
K-