Your thread on tile-based rendering was very nice but statements such as the one above only serve to label you as being narrow-minded. Are you seriously suggesting that an IMR system with full FP precision throughout the pipeline (vertex to frame buffer) cannot achieve "good" image quality?Lazy8s said:Good image quality has moved out of the reach of conventional renderers.
Natoma said:V3 said:Yes but not at the expense of high frame rate. I can live with abit of jag here and there. But low frame rate, is motion sickness inducing for me.
But my point precisely is, games on tv's today either display at 30fps or 60fps. An x850xt pe with 4xAA/16xAF will run the most taxing games today, whether they be Doom 3, Half Life 2, Far Cry, or whatever, at 1024x768, around 70-120fps depending on the game. In the case of a tri-core cpu at 3.2Ghz and a graphics processor that's at least twice the speed, I'd think that AA/AF should be a given at 720p.
Most certainly at 480i/p.
The relativity of "good" will be based on context where a TBDLR will finally be competing and framebuffer memory will be limited.Are you seriously suggesting that an IMR system with full FP precision throughout the pipeline (vertex to frame buffer) cannot achieve "good" image quality?
fresh said:DemoCoder said:Well, if you keep the frontbuffer in main ram, you can do it, or alternatively, get rid of stencil or alpha . Don't forget FB/HyperZ MSAA compression too.
It doesn't bode well for HDR + AA tho, or HDR usage at all. 720p HDR = 10.54mb. 720p HDR + AA = not possible.
Can't get rid of stencil or alpha. 32 bit render target is the minimum. Not so sure about compression. HyperZ is in addition to a 32bit z/stencil-buffer.
Hidef + AA + HDR is possible even without enough edram ram.
DemoCoder said:fresh said:DemoCoder said:Well, if you keep the frontbuffer in main ram, you can do it, or alternatively, get rid of stencil or alpha . Don't forget FB/HyperZ MSAA compression too.
It doesn't bode well for HDR + AA tho, or HDR usage at all. 720p HDR = 10.54mb. 720p HDR + AA = not possible.
Can't get rid of stencil or alpha. 32 bit render target is the minimum. Not so sure about compression. HyperZ is in addition to a 32bit z/stencil-buffer.
HyperZ data doesn't have to reside in the eDRAM buffer. Moreover, HyperZ is a catch-all marketing term that includes lossless MSAA FB compression. As for not allocating stencil or alpha, I don't know about the XBox 360, but on other 3D architectures it was possible.
Hidef + AA + HDR is possible even without enough edram ram.
Yes, and it will be dog slow, if you have to spill the backbuffer to main memory, or implement manual tiling. You go from 256Gb/s to 22gb/s. If the future is that all games are Hidef + AA + HDR, than the Xbox360 certainly isn't an architecture optimized for those requirements as your eDRAM is not living up to its potential, and you may as well have used that die space for something else.
If MS truly intended most games to use Hidef + AA +HDR, that would have required enough eDRAM to fit a 720p HDR 2xAA scene.
Natoma said:But my point precisely is, games on tv's today either display at 30fps or 60fps. An x850xt pe with 4xAA/16xAF will run the most taxing games today, whether they be Doom 3, Half Life 2, Far Cry, or whatever, at 1024x768, around 70-120fps depending on the game. In the case of a tri-core cpu at 3.2Ghz and a graphics processor that's at least twice the speed, I'd think that AA/AF should be a given at 720p.
Most certainly at 480i/p.
Was it running on final hardware? Well, there's your reason why.Natoma said:Watching PDZ tonight, AA wasn't enabled.
Jawed said:In R500 the AA samples don't live in the EDRAM. The framebuffer is purely for the frame itself. AA samples are held in local memory until they can be resolved into a completed pixel.
fresh said:Well, I'm tellin' ya - 32bit min for rendering surfaces, HyperZ is on edram, there's no compression afaict, and developers will have to tile their scenes to make hidef rendering possible with AA.. and no you don't go from 256gb to 22gb. You split your scene vertically/horizontally.. render half, a third or whatever into edram, copy it out to main ram, and repeat for the other tiles. There's some built in hardware support that makes it easier, but still it's PITA.. I'm not making this up
DemoCoder said:fresh said:Well, I'm tellin' ya - 32bit min for rendering surfaces, HyperZ is on edram, there's no compression afaict, and developers will have to tile their scenes to make hidef rendering possible with AA.. and no you don't go from 256gb to 22gb. You split your scene vertically/horizontally.. render half, a third or whatever into edram, copy it out to main ram, and repeat for the other tiles. There's some built in hardware support that makes it easier, but still it's PITA.. I'm not making this up
No tile compression? You don't seem very sure of yourself. This feature has existed on every MSAA implementation since GF3 and R300. Moreover, to be able to split the scene, you need to access to post-transform vertices, so now you've got to run your vertex shaders with transform only, cache up all the post-transformed data, and then potentially run them again later if the vertex shaders were doing setup for pixel shaders.
It's going to hurt performance and is such a PITA that most games aren't going to do it. Translation: Xbox360 is not a platform where wie will see HDR used everywhere.