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[RWT] Tile-based Rasterization in Nvidia GPUs

post #1 of 3
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You can read some here and another summary on Anandtech.
Source: http://www.realworldtech.com/tile-based-rasterization-nvidia-gpus/

Didn't seem right to put it in news, so I've put it in general GPU discussion, seemed more appropriate.


This also reminds me of the stripes that Pascal does in Doom and other games when rendering shadows. Even tiled and striped. Possibly related?
post #2 of 3
Maybe it is related. Interesting how the article mentions this style of rendering has generally been unsuccessful in desktop implementations. Makes you wonder if they still have a few kinks to work out and that's what you are seeing with Pascal and Doom.
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post #3 of 3
Quote:
Originally Posted by spinFX View Post

Maybe it is related. Interesting how the article mentions this style of rendering has generally been unsuccessful in desktop implementations. Makes you wonder if they still have a few kinks to work out and that's what you are seeing with Pascal and Doom.

No, just in the desktop space it doesn't matter THAT much if you use it or not. The majority of nvidia power and bandwidth savings aren't simply TBR that's just icing on the cake. The problem with TBR vs IMR is you increase the complexity of the rasterizer. AMD decided that the additional complexity didn't provide enough benefits which is true in their case. You also have problems depending on the application and the driver has to be optimized a bit more to assure your tiled image looks like the expected IMR image which AMD doesn't have the funds to deal with. I expect at some point TBR will be the norm as it does help with bandwidth and energy savings, but only if you have the R&D budget for it.
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