http://www.hardocp.com/article.html?art=Nzcx
Frankly it didn't really answer one question i had but raised some additional ones..
Frankly it didn't really answer one question i had but raised some additional ones..
Yes, the 10MB of Smart 3D Memory can do 4X Multisampling Antialiasing at or above 1280x720 resolution without impacting the GPU
gordon said:Yes, the 10MB of Smart 3D Memory can do 4X Multisampling Antialiasing at or above 1280x720 resolution without impacting the GPU
So it can do 4xAA at 720p with virtually no performance hit at all?
Demirug said:gordon said:Yes, the 10MB of Smart 3D Memory can do 4X Multisampling Antialiasing at or above 1280x720 resolution without impacting the GPU
So it can do 4xAA at 720p with virtually no performance hit at all?
No, because AA always need some additional fillrate and shaderpower. It depends on the number of pixel with edges.
But smart Memory will save the additional bandwith that you need for AA. Alpha blending is some other thing that need less bandwith if you have smart memory.
rwolf said:
On chip, the shaders are organized in three SIMD engines with 16 processors per unit, for a total of 48 shaders. Each of these shaders is comprised of four ALUs that can execute a single operation per cycle, so that each shader unit can execute four floating-point ops per cycle.
Demirug said:gordon said:Yes, the 10MB of Smart 3D Memory can do 4X Multisampling Antialiasing at or above 1280x720 resolution without impacting the GPU
So it can do 4xAA at 720p with virtually no performance hit at all?
No, because AA always need some additional fillrate and shaderpower. It depends on the number of pixel with edges.
But smart Memory will save the additional bandwith that you need for AA. Alpha blending is some other thing that need less bandwith if you have smart memory.
http://www.firingsquad.com/features/xbox_360_interview/page4.aspFiringSquad: You said earlier that EDRAM gives you AA for free. Is that 2xAA or 4x?
ATI: Both, and I would encourage all developers to use 4x FSAA. Well I should say there’s a slight penalty, but it’s not what you’d normally associate with 4x multisample AA. We’re at 95-99% efficiency, so it doesn’t degrade it much is what I should say, so I would encourage developers to use it. You’d be crazy not to do it.
The 2-terabit (256GB/sec) number comes from within the EDRAM, that’s the kind of bandwidth inside that RAM, inside the chip, the daughter die. But between the parent and daughter die there’s a 236Gbit connection on a bus that’s running in excess of 2GHz. It has more than one bit obviously between them.
ATI: Yeah I really think it’s just an accident because, well you know, last summer they had to change their plans. They found out that Cell didn’t work as well as they wanted to for graphics. Remember originally you had two or three Cell processors doing everything and then in August last year they had to take an NVIDIA PC chip. And as you know, all PC chips do this, and so it [dual HD display outputs] just came for free.
so it allows you to do things like higher order surfaces for real this time
Microsoft owns the IP
geo said:Microsoft owns the IP
Not even "co-owns"? ATI is licensing it back or something? Otherwise forget seeing any of this in R600. Inartful phrasing, one hopes?
DaveBaumann said:ALU's are 5D - Vec4+Scalar
On chip, the shaders are organized in three SIMD engines with 16 processors per unit, for a total of 48 shaders. Each of these shaders is comprised of four ALUs that can execute a single operation per cycle, so that each shader unit can execute four floating-point ops per cycle.
DaveBaumann said:I would say that its incorrect (bear in mind all this is coming out in little dribs and drabs at a very busy show).