By: David Kanter (dkanter.delete@this.realworldtech.com), August 1, 2016 6:40 am
Room: Moderated Discussions
Gionatan Danti (g.danti.delete@this.assyoma.it) on August 1, 2016 3:16 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
>
> Very interesting find David!
>
> In the article, you talk about how PowerVR chips were (and are) tile based deferred rendering device.
> Actually, they went so far in exploiting tile rendering that they did complete on-tile overdraw rejection
> and did not use a DRAM-stored zbuffer, greatly lowering the need for DRAM bandwidth.
I believe you are referring to 'hidden surface removal'.
> Do Nvidia's Maxwell/Pascal chips the same? Or they "simply" use tile based rendering for exploiting
> space/temporary data location? I strongly suspect the latter, as both Nvidia and AMD have other techniques
> to deal with overdraw and zbuffer (namely, early-z rejection and zbuffer compression).
I suspect it is the latter as well. I doubt that the benefits of TBDR are sufficient for NV to redo their whole pipeline.
David
> 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
>
> Very interesting find David!
>
> In the article, you talk about how PowerVR chips were (and are) tile based deferred rendering device.
> Actually, they went so far in exploiting tile rendering that they did complete on-tile overdraw rejection
> and did not use a DRAM-stored zbuffer, greatly lowering the need for DRAM bandwidth.
I believe you are referring to 'hidden surface removal'.
> Do Nvidia's Maxwell/Pascal chips the same? Or they "simply" use tile based rendering for exploiting
> space/temporary data location? I strongly suspect the latter, as both Nvidia and AMD have other techniques
> to deal with overdraw and zbuffer (namely, early-z rejection and zbuffer compression).
I suspect it is the latter as well. I doubt that the benefits of TBDR are sufficient for NV to redo their whole pipeline.
David