By: Peter McGuinness (peter.mcguinness.delete@this.gobrach.com), August 2, 2016 8:43 am
Room: Moderated Discussions
David Kanter (dkanter.delete@this.realworldtech.com) on August 2, 2016 8:30 am wrote:
> Peter McGuinness (peter.mcguinness.delete@this.gobrach.com) on August 2, 2016 8:11 am wrote:
> > David,
> > Unfortunately, your assumptions about TBR are in error. This test actually demonstrates conclusively
> > that these GPUs are NOT tile based; the previous commenter who asserted that the apparent tile organisation
> > is due to optimised cache-to-memory transfer patterns is much closer to the truth.
> >
> > The fundamental characteristic of a tile based renderer, deferred or not, is that each tile is rendered
> > to completion in on-chip memory and only after all visible objects have been rendered is the final result
> > written out to display memory. This means that except in some very rare circumstances you will never
> > see a partially rendered tile so the fact that occluded triangles are visible in the video is conclusive
> > evidence that nvidia is still using a classic brute force immediate mode approach.
>
> Peter, if you read my article you will see I never claimed Nvidia was doing tiled *rendering*,
> they are doing tiled rasterizing. Of course their approach is totally different than IMG.
>
> But I suspect this captures most of the benefits of TBDR.
>
> David
There is no distinction. The only part of a tile based renderer which is actually tile-based is the rasterisation portion; tiles do not exist except in screen space. Immediate mode renderers have been using tile-oriented memory access techniques since GPUs were invented and the batching of square regions of pixels for shading (which is what the small regions are) is also very common.
> Peter McGuinness (peter.mcguinness.delete@this.gobrach.com) on August 2, 2016 8:11 am wrote:
> > David,
> > Unfortunately, your assumptions about TBR are in error. This test actually demonstrates conclusively
> > that these GPUs are NOT tile based; the previous commenter who asserted that the apparent tile organisation
> > is due to optimised cache-to-memory transfer patterns is much closer to the truth.
> >
> > The fundamental characteristic of a tile based renderer, deferred or not, is that each tile is rendered
> > to completion in on-chip memory and only after all visible objects have been rendered is the final result
> > written out to display memory. This means that except in some very rare circumstances you will never
> > see a partially rendered tile so the fact that occluded triangles are visible in the video is conclusive
> > evidence that nvidia is still using a classic brute force immediate mode approach.
>
> Peter, if you read my article you will see I never claimed Nvidia was doing tiled *rendering*,
> they are doing tiled rasterizing. Of course their approach is totally different than IMG.
>
> But I suspect this captures most of the benefits of TBDR.
>
> David
There is no distinction. The only part of a tile based renderer which is actually tile-based is the rasterisation portion; tiles do not exist except in screen space. Immediate mode renderers have been using tile-oriented memory access techniques since GPUs were invented and the batching of square regions of pixels for shading (which is what the small regions are) is also very common.