Recent content by renderstate

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    guru3dDoom Vulkan Benchmarks

    If your hardware takes five years to be fully utilized, you didn't design a forward looking piece of hardware, you designed a dud. Oh look, our OpenGL drivers was so rubbish that if we move all the work on the developers shoulders this game gets 50% faster! Wow! What an achievement :) Small...
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    guru3dDoom Vulkan Benchmarks

    I thought Sontin was being sarcastic after people went crazy accusing id & NVIDIA of sabotaging the new doom game on some AMD parts. I can't otherwise make rational sense of what he wrote :)
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    NVIDIA Pascal Thread

    If you understand what preemption is then you know it makes no sense to say it's used to run concurrent tasks. Let me tell you how concurrent tasks run on Pascal. It's really easy. You see, some SMs are idle and the HW scheduler decides to schedule some independent compute (or graphics) work on...
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    Now We All See the Genius of AMD Going Lowend First

    I can't help noticing how hope comes in waves. It gets crashed and here we go again.. :) Trolling and threadcrapping are not allowed. Markfw900
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    DOOM updated with Vulkan support

    It's not even propaganda. He doesn't really know what he's talking about. Perhaps he thinks modern games spend half of the frame time blitting stuff around.
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    Full AMD Polaris 10 GPU has 2304 Stream Processors

    Best post I read on this forum in a long time!
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    Someone explain the AMD Nvidia DX12 difference?

    I was talking about the new Polaris primitive discard unit, not primitive discarding in general. As I mentioned earlier in this thread conservative rasterization is the corner stone of countless rendering algorithms, which is why it's such an important feature.
  8. R

    Someone explain the AMD Nvidia DX12 difference?

    Primitive discarding is not a DX12 feature and it has nothing to do with conservative rasterization. It's just an HW optimization for small polygons.
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    Full AMD Polaris 10 GPU has 2304 Stream Processors

    You are not reading slides correctly. A GCN instruction runs for 4 cycles, on each cycle p 16 vector lanes are processed, for a total of 64 lanes. This is the smallest unit of computation on GCN and it's called a wavefront. Wavelets are completely different objects :) An NVIDIA SM smallest...
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    Full AMD Polaris 10 GPU has 2304 Stream Processors

    It's not the same. GCN logical SIMD width is 64 vector lanes, not 16. NVIDIA SIMD width is 32 vector lanes, which makes it less likely than GCN to suffer from so-called SIMD divergence issues. On the other hand it's highly unlikely this is what makes NVIDIA HW vastly more efficient than GCN. The...
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    Someone explain the AMD Nvidia DX12 difference?

    Oh boy, ignorance is bliss. Those DX11 titles use NVApi to provide support for features not supported on DX11. The very same features that are officially supported in DX12. 5 seconds on Google is all you need to confirm those are DX12 features, but please, keep trolling. Intel supports both...
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    Someone explain the AMD Nvidia DX12 difference?

    Those features are NOT available on DX11, they were introduced in DX12 and GCN does not support them. Conservative rasterization is a cornerstone of computer graphics and it's used in hundreds of algorithms. Saying that it's useless because it is used in some algorithm you don't like because...
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    Someone explain the AMD Nvidia DX12 difference?

    Also AMD still doesn't support very important DX12 features like conservative rasterization and raster order views. Unfortunately even Polaris doesn't support them.
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