Considering that current cards already do this, I don't see why it would be so unprecedented for future cards to do the same (without going to TBDR).Brimstone said:How else can the Xbox 2 pull off 4 X AA at 720p? There is only so much eDRAM they can put on the GPU and only so much overall system bandwidth available from a unified memory architechture.
Inane_Dork said:Considering that current cards already do this, I don't see why it would be so unprecedented for future cards to do the same (without going to TBDR).Brimstone said:How else can the Xbox 2 pull off 4 X AA at 720p? There is only so much eDRAM they can put on the GPU and only so much overall system bandwidth available from a unified memory architechture.
Brimstone said:How else can the Xbox 2 pull off 4 X AA at 720p? There is only so much eDRAM they can put on the GPU and only so much overall system bandwidth available from a unified memory architechture.
Do you realize how high the cache hit frequency would be with a 10 MB framebuffer cache? A 10 MB cache would drastically drop the memory bandwidth demands of a 44 MB framebuffer (64 bit color, 32 bit Z, 1280x720, 4x MSAA). This is especially the case if you compress the color and Z buffers (which ATi does).Brimstone said:Computer graphic cards have ample amounts of bandwidth because of the dedicated memory bus. A console with a UMA isn't the same thing. After the eDRAM is blown out only so much bandwidth is going to be available.
A 10 MB cache COULD , not would, drastically drop the memory bandwith requirements. If most of your current working set doesn't fit in the edram you're actually gonna trash a lot of bandwith. I believe current texture caches are doing pretty well on modern GPUs..edram make sense as a very big L2 texture cache and/or as back buffer if you can split the rendering process to make your buffers completely fit in the edram.Inane_Dork said:Do you realize how high the cache hit frequency would be with a 10 MB framebuffer cache? A 10 MB cache would drastically drop the memory bandwidth demands of a 44 MB framebuffer (64 bit color, 32 bit Z, 1280x720, 4x MSAA). This is especially the case if you compress the color and Z buffers (which ATi does).
Dunno what Dave wrote..but tiling is a way to split your data working setakira888 said:nAo:
Didn't Baumann say something about R500 being able to tile the screen a while back? If so then 10MB just might be more than enough.
And what application, exactly, would produce such behavior? A game? I can't think of why a game's working set of the framebuffer would be larger than 1/4 of the screen at one time. Keep in mind that 1/4 figure is completely without compression.nAo said:A 10 MB cache COULD , not would, drastically drop the memory bandwith requirements. If most of your current working set doesn't fit in the edram you're actually gonna trash a lot of bandwith.
Just factor togheter MSAA, FP render targets (probably there will be no compression here..), Z-buffer, and so on..Inane_Dork said:And what application, exactly, would produce such behavior? A game? I can't think of why a game's working set of the framebuffer would be larger than 1/4 of the screen at one time. Keep in mind that 1/4 figure is completely without compression.nAo said:A 10 MB cache COULD , not would, drastically drop the memory bandwith requirements. If most of your current working set doesn't fit in the edram you're actually gonna trash a lot of bandwith.
I pretty much did.nAo said:Just factor togheter MSAA, FP render targets (probably there will be no compression here..), Z-buffer, and so on..
Brimstone said:Computer graphic cards have ample amounts of bandwidth because of the dedicated memory bus. A console with a UMA isn't the same thing. After the eDRAM is blown out only so much bandwidth is going to be available.