By: marees (j_mareeswaran.delete@this.hotmail.com), August 3, 2016 12:46 pm
Room: Moderated Discussions
dglow (nobody.delete@this.nowhere.no) on August 3, 2016 7:04 am wrote:
> Montaray Jack (none.delete@this.none.org) on August 3, 2016 4:43 am wrote:
> > dglow (nobody.delete@this.nowhere.none) on August 2, 2016 5:08 pm wrote:
> > > Montaray Jack (none.delete@this.none.org) on August 2, 2016 10:35 am wrote:
> > > > I think this DirectX implementation of this program is flawed, Christoph Riccio's
> > > > earlier OpenGL versions definitely showed different patterns. Admittedly, I didn't
> > > > look at the program, but it might be doing something wrong with atomic counters.
> > > >
> > > > http://www.g-truc.net/post-0597.html
> > > >
> > > > Haswell, Kepler and Southern Islands are covered in this post.
> > >
> > >
> > > Thank you for this link.
> > >
> > > Christoph Riccio writes that "Kepler works using 4 by 8 pixel vertical blocks." If these
> > > blocks are the same 'rasterization tiles' Mr. Kanter points to in his video, then the thesis
> > > of Nvidia introducing tile-based rasterizers "starting with Maxwell" is false.
> > >
> > > Mr. Kanter, how do you respond? Your news was picked up by Ars Technica and widely disseminated.
> > >
> > > Is this a tempest in a teapot?
> >
> > I misspelled Chrisophe's name above.
> > An earlier post from 18/12/2011 on the topic, with rasterization patterns of
> > the GeForce GTX 470 and the Radeon HD 5850. He also explains the inspiration
> > for the program came from Cyril Crassin's Froggy FragSniffer program.
> > http://www.g-truc.net/post-0434.html
> > http://www.icare3d.org/codes-and-projects/codes/the_froggy_fragsniffer.html
>
> Further correction: this was picked up by AnandTech, not Ars as indicated above.
> http://www.anandtech.com/show/10536/nvidia-maxwell-tile-rasterization-analysis
it doesn't seem to matter that AnandTech picked it up. all the commenters there are just bashing each other as part of amd-vs-nvidia fanclubs fight. no one there seems to be discussing the technicalities like here
> Montaray Jack (none.delete@this.none.org) on August 3, 2016 4:43 am wrote:
> > dglow (nobody.delete@this.nowhere.none) on August 2, 2016 5:08 pm wrote:
> > > Montaray Jack (none.delete@this.none.org) on August 2, 2016 10:35 am wrote:
> > > > I think this DirectX implementation of this program is flawed, Christoph Riccio's
> > > > earlier OpenGL versions definitely showed different patterns. Admittedly, I didn't
> > > > look at the program, but it might be doing something wrong with atomic counters.
> > > >
> > > > http://www.g-truc.net/post-0597.html
> > > >
> > > > Haswell, Kepler and Southern Islands are covered in this post.
> > >
> > >
> > > Thank you for this link.
> > >
> > > Christoph Riccio writes that "Kepler works using 4 by 8 pixel vertical blocks." If these
> > > blocks are the same 'rasterization tiles' Mr. Kanter points to in his video, then the thesis
> > > of Nvidia introducing tile-based rasterizers "starting with Maxwell" is false.
> > >
> > > Mr. Kanter, how do you respond? Your news was picked up by Ars Technica and widely disseminated.
> > >
> > > Is this a tempest in a teapot?
> >
> > I misspelled Chrisophe's name above.
> > An earlier post from 18/12/2011 on the topic, with rasterization patterns of
> > the GeForce GTX 470 and the Radeon HD 5850. He also explains the inspiration
> > for the program came from Cyril Crassin's Froggy FragSniffer program.
> > http://www.g-truc.net/post-0434.html
> > http://www.icare3d.org/codes-and-projects/codes/the_froggy_fragsniffer.html
>
> Further correction: this was picked up by AnandTech, not Ars as indicated above.
> http://www.anandtech.com/show/10536/nvidia-maxwell-tile-rasterization-analysis
it doesn't seem to matter that AnandTech picked it up. all the commenters there are just bashing each other as part of amd-vs-nvidia fanclubs fight. no one there seems to be discussing the technicalities like here