Is that the holy grail of visual acuity? Wouldnt you want to eventually aim for film grain whatever resolution that effectively is?
Believe it or not, pre-render CGI can reach upwards of 256xAA.
Is that the holy grail of visual acuity? Wouldnt you want to eventually aim for film grain whatever resolution that effectively is?
Is that the holy grail of visual acuity? Wouldnt you want to eventually aim for film grain whatever resolution that effectively is?
the digital cinematographers currently use 4k progressive.
I imagine that this'll be something of a holy grail. Higher resolutions have no benefit in the screen sizes these 1080p sets get to. 8xAA would elliminate much of the jaggyness. You could probably stop at 1080p 8xMSAA and put all efforts into shading etc., rather than upping the resolution and AA to little obvious effect (if any noticeable effect).Is that the holy grail of visual acuity?
I imagine that this'll be something of a holy grail. Higher resolutions have no benefit in the screen sizes these 1080p sets get to. 8xAA would elliminate much of the jaggyness. You could probably stop at 1080p 8xMSAA and put all efforts into shading etc., rather than upping the resolution and AA to little obvious effect (if any noticeable effect).
Am i right in thinking that 720p + 4xmSAA + fp10 HDR requires about ~30mb?
Other than displace map and some utter particles what would more flexiblity allow you to do? Treat the geometry (ie. deform a car after an accident) before tesselating?
If so, you can use Xenon or even memexport to achieve the level of flexibility you want and them send the data for the tesselator? I mean, does it accept that kinda of input, or if that was the case you would have to tessalate with other means?
And about perfomance... being a fixed hardware function one would expect that its kinda fast... Could you give any figure on how this tesselator compares in perfomance when doing displacement map, to lets say, a full featured GS powered Dx10 gpu?
Thanks for the time
I also wonder if we will see many games render at, say, 1400x935 and then scale down to 1280x720, so supersampling instead of multisampling, but still in one tile.
What kind of post processing are you referring to? The tiles in EDRAM are resolved back to the system memory after rendering and the post processing can be done with the whole framebuffer (in system memory) as a fullscreen texture (no tiling during the post-processing rendering).I thought tiling takes place regardless at resolutions of 720 and above. What I dont understand is why cant post processing be done to the frame regardless of what was done in EDRAM?
What kind of post processing are you referring to? The tiles in EDRAM are resolved back to the system memory after rendering and the post processing can be done with the whole framebuffer (in system memory) as a fullscreen texture (no tiling during the post-processing rendering).
I imagine that this'll be something of a holy grail. Higher resolutions have no benefit in the screen sizes these 1080p sets get to. 8xAA would elliminate much of the jaggyness. You could probably stop at 1080p 8xMSAA and put all efforts into shading etc., rather than upping the resolution and AA to little obvious effect (if any noticeable effect).
I can't imagine that looking better than 2xMSAA, because the diagonal sample placement helps a lot. It would be a lot more expensive too.I also wonder if we will see many games render at, say, 1400x935 and then scale down to 1280x720, so supersampling instead of multisampling, but still in one tile.
On NEC's 45nm EDRAM process (2009 is their plan), 64MB of EDRAM is only 45mm2. That's only going to be maybe 10% of the total silicon in a console. If we can get 100 GPix/s alphablending, that's good enough reason for me. "Execution logic" can only do so much in certain tasks.eDRAM takes away significant amounts of silicon for potential execution logic regardless of whether the amount of eDRAM is "enough".
I can't imagine that looking better than 2xMSAA, because the diagonal sample placement helps a lot. It would be a lot more expensive too.
This is off topic of the tessellator, but I looked this up and the caveat was this might be slow because you might perform the same memexport twice, but the docs didn't say it can't be done.You can't memexport inside a begin/end tiling bracket.
This is off topic of the tessellator, but I looked this up and the caveat was this might be slow because you might perform the same memexport twice, but the docs didn't say it can't be done.