By: Doug Patel (liquidaim.delete@this.gmail.com), August 2, 2016 9:39 am
Room: Moderated Discussions
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
Could this method of rendering partially explain the difference in visual fidelity observed in Ashes of the Singularity between dual RX480 and GTX1080? There was a claim by some that the GTX1080 "looked better" but AMD's explanation was that the 480 was rendering as the game engine intended.
> 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
Could this method of rendering partially explain the difference in visual fidelity observed in Ashes of the Singularity between dual RX480 and GTX1080? There was a claim by some that the GTX1080 "looked better" but AMD's explanation was that the 480 was rendering as the game engine intended.