By: Gionatan Danti (g.danti.delete@this.assyoma.it), August 1, 2016 3:20 am
Room: Moderated Discussions
Dan (dzhang50.delete@this.hotmail.com) on August 1, 2016 3:12 am wrote:
> David Kanter (dkanter.delete@this.realworldtech.com) on August 1, 2016 12:01 am wrote:
> > This is my first new article in a while, but its a treat. It's the first video I've done for the site.
> >
> > Starting with the Maxwell and Pascal architectures, Nvidia high-performance GPUs use tile-based
> > immediate-mode rasterizers, instead of conventional full-screen immediate-mode rasterizers. Using
> > simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia's Maxwell and Pascal
> > GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD.
> >
> > http://www.realworldtech.com/tile-based-rasterization-nvidia-gpus/
> >
> > I look forward to the discussion.
> >
> > David
>
> What are the pros/cons to using tile-based rasterizers vs. conventional rasterizers?
> Tile-based seems to be more power efficient, but what's the tradeoff?
The problem with tile based deferred rendering is that both applications and APIs are really meant for immediate mode rendering.
In other word, you (as a graphic company) need to invest massive amount of work/money in a software driver capable of hiding the chip's deferred nature in a manner that do not break classical application (read: without visual artifact).
Reading some PoverVR Kyro review, you will find that the chip performed very well, but the greatest problem where the driver, which often caused visual artifact (as application and APIs were expecting conventional immediate mode render devices).
> David Kanter (dkanter.delete@this.realworldtech.com) on August 1, 2016 12:01 am wrote:
> > This is my first new article in a while, but its a treat. It's the first video I've done for the site.
> >
> > Starting with the Maxwell and Pascal architectures, Nvidia high-performance GPUs use tile-based
> > immediate-mode rasterizers, instead of conventional full-screen immediate-mode rasterizers. Using
> > simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia's Maxwell and Pascal
> > GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD.
> >
> > http://www.realworldtech.com/tile-based-rasterization-nvidia-gpus/
> >
> > I look forward to the discussion.
> >
> > David
>
> What are the pros/cons to using tile-based rasterizers vs. conventional rasterizers?
> Tile-based seems to be more power efficient, but what's the tradeoff?
The problem with tile based deferred rendering is that both applications and APIs are really meant for immediate mode rendering.
In other word, you (as a graphic company) need to invest massive amount of work/money in a software driver capable of hiding the chip's deferred nature in a manner that do not break classical application (read: without visual artifact).
Reading some PoverVR Kyro review, you will find that the chip performed very well, but the greatest problem where the driver, which often caused visual artifact (as application and APIs were expecting conventional immediate mode render devices).