I believe so. I think there's a default mode, and then the devs can encourage certain behaviour for the tiling system. We know for sure they can provide their own scheduling for example. No idea where this idea of mine can be confirmed though!
!eVo!-X Ant UK said:Quick question : i heard that Tiling does somthing bad to 360's geomatry performance, is this true?? and if so what exactly does it do?
Love_In_Rio said:In almost every game out now the frame rate for the 360 is near 30 fps, except for COD2 and ridge racer 6 afaik. Does this happen due to the fact that no tiling ,and so EDRAM beneficts, are used ? Has already used any game tiling ? If not which one will be the first to do so ? Do you thing EDRAM is the magic stuff that will help 360 reach 60 fps marks in its games ?.
I wouldnt use that game as a good example of 360 prowess.Hardknock said:DOA4 has 4xAA, HDR lighting and @ 60fps.
It's a little too early to tell if tiling will hender framerates or not...
Shifty Geezer said:I believe so. I think there's a default mode, and then the devs can encourage certain behaviour for the tiling system. We know for sure they can provide their own scheduling for example. No idea where this idea of mine can be confirmed though!
RavenFox said:I wouldnt use that game as a good example of 360 prowess.
I don't understand though why XB360 launch games lack predicated tiling, as emulation was supported from early kits IIRC. There's a predicated tiling library in the SDK and I thought it was there from early on. I guess if games started development on PC systems and the dev kits with tiling emulation turned up too late, that might account for it. I've been unable to confirm this info from a Google. Maybe someone else knows where and when the first news of the tiling library appeared?scooby_dooby said:To our knowledge, there no engines being used right now that were built from the ground up to use predicated tiling, so it will take a long time before we see what the 360 is really capable of.
As I've said (to you I believe) before, the limitations on Xenos rendering abilities due to lack of tiling are confined to the niceties like free AA and loads of alpha effects (read particles). The amount of geometry and texture and shader power available isn't limited over what's available due to a lack of tiling. It's more likely launch games aren't pushing the envelope due to the usual time constraints etc. than an absence of predicated tiling.This is where Sony made a good choice with the RSX, it's initial titles should be easier for dev's to extract power from with their existing game engines, whereas Xenos requires some redesign, so the initial titles are not so impressive...couple that with the very late dev-kits and it's no wonder many launch titles are sub-par.
Alstrong said:Prowess is not the point of this thread. He gave an example of a game using AA at 720p, which is also 60fps. i.e. tiling does not hinder getting 60fps performance for this game and there lies the critical idea that Platon already said: it's up to the developer.
scificube said:A side question:
Is there a good possiblity it'll be shadowmaps for the PS3 and stencil shadows for the X360...or not even the X360 devs will still continue to use stencils?
Those are purely down to art&design choices though - on PS2 you have games using stencil shadows give you just about any number of different looks (including cartoony ones). And vast majority of them are using soft-edged shadows as well (from what I've seen I'd say PS2 stuff used hard-edge volume shadows only in the early years).Stencil shadows seem to give off a very moody feel with the hard edges and general darkness with dynamic lighting.
Platon said:Could someone of the devs/techheads around here say how long time and how much work it is to rewrite an engine to allow predicated tilling from the ground up and how long it would take to make an engine capable for tilling after the fact? Must the whole engine be rewritten if you want predicated tilling?...
Fafalada said:Those are purely down to art&design choices though *snip*
scooby_dooby said:Are the 360 developers under NDA with regard to tiling on Xenos? It sure seems like it... *walks away whistling *
Lysander said:I think tiling will evade some potential BW bottleneck in x360 gpu-mem, so yes I think it means higher framerate.
Once the first tile has been fully rendered the tile can be resolved (FSAA down-sample) and that tile of the back-buffer data can be written to system RAM; the next tile can begin rendering whilst the first is still being resolved.
Love_In_Rio said:In almost every game out now the frame rate for the 360 is near 30 fps, except for COD2 and ridge racer 6 afaik. Does this happen due to the fact that no tiling ,and so EDRAM beneficts, are used ? Has already used any game tiling ? If not which one will be the first to do so ? Do you thing EDRAM is the magic stuff that will help 360 reach 60 fps marks in its games ?.