Joe DeFuria
Legend
http://www.tech-report.com/etc/2002q3/agp-download/index.x?pg=1
Well, I'm confused.
The article appears to talk about the shortcomings of "VPU"s used for "professional applications" and "cinematic rendering" compared to CPUs. Where the problem outlined is that transferring the rendered image from the framebuffer to "permanent" storage is "slow."
Well, sure, it's slow (8 FPS for 720x480x32)...but isn't still much faster than rendering the same image on a CPU which is usually seconds or minutes (or hours) per frame?
Well, since when does "rendered output that needs to be saved where it could be put to work by the users" need to be real-time? I don't really understand the problem...maybe someone else can elaborate?
The article descruiption of the "Serious Magic" benchmark outlines a few "benefits" of real-time frame-buffer to permanent storage...but I don't see those benefitting "3D Professionals". Just a few gimmicky things (recording video games?) that could be worked around very easily using a card with Video-out circuitry....
In short, I don't see this "transfer" issue as some real shortcoming for "cinematic rendering" or "production quality" graphics that was the focus of the original article. This is just something that "gee, that would be cool if it could be done".
I also don't think it's "just a driver" issue, as we are being lead to believe. Just because the "specs" of the AGP interface say one thing, that doesn't mean that in reality, those transfer rates are possible in a streaming , constant fashion....
...but a few of my correspondents pointed out a very practical problem with rendering high-quality graphics in real time (or nearly so) on a graphics chip: getting those rendered frames back from the video card and into main memory or stored on disk.
Well, I'm confused.
The article appears to talk about the shortcomings of "VPU"s used for "professional applications" and "cinematic rendering" compared to CPUs. Where the problem outlined is that transferring the rendered image from the framebuffer to "permanent" storage is "slow."
Well, sure, it's slow (8 FPS for 720x480x32)...but isn't still much faster than rendering the same image on a CPU which is usually seconds or minutes (or hours) per frame?
While today's graphics cards can render images very quickly, the software drivers are painfully slow at getting rendered output back to the PC where it could be saved and put to work by users
Well, since when does "rendered output that needs to be saved where it could be put to work by the users" need to be real-time? I don't really understand the problem...maybe someone else can elaborate?
The article descruiption of the "Serious Magic" benchmark outlines a few "benefits" of real-time frame-buffer to permanent storage...but I don't see those benefitting "3D Professionals". Just a few gimmicky things (recording video games?) that could be worked around very easily using a card with Video-out circuitry....
In short, I don't see this "transfer" issue as some real shortcoming for "cinematic rendering" or "production quality" graphics that was the focus of the original article. This is just something that "gee, that would be cool if it could be done".
I also don't think it's "just a driver" issue, as we are being lead to believe. Just because the "specs" of the AGP interface say one thing, that doesn't mean that in reality, those transfer rates are possible in a streaming , constant fashion....