By: David Kanter (dkanter.delete@this.realworldtech.com), August 1, 2016 7:25 am
Room: Moderated Discussions
Gionatan Danti (g.danti.delete@this.assyoma.it) on August 1, 2016 3:20 am wrote:
> 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.
This is a tile-based immediate mode rasterizer. Its not deferred.
David
> 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.
This is a tile-based immediate mode rasterizer. Its not deferred.
David