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[Real World Tech] Tile-based Rasterization in Nvidia GPUs - Page 4

post #31 of 42
Quote:
Originally Posted by Kuivamaa View Post

Frostbite has been deploying such techniques for ages and radeons are excellent in games that use that family of engines.

What do you mean about Frostbite? This isn't a software feature, it is how the fixed function hardware units we call ROPs work.
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post #32 of 42
Tile based rasterization =/= tile based rendering...
post #33 of 42
I've heard of some of these words before.
post #34 of 42
Quote:
Originally Posted by NightAntilli View Post

Tile based rasterization =/= tile based rendering...

Technically true perhaps, but even the original article is using the terms nearly interchangeably and all rendering talked about in this thread is rasterization.
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post #35 of 42
Rasterization is merely one part of rendering. It seems that it was used interchangeably but it really wasn't. It would be the equivalent of saying a car's wheels are spinning and the whole car is spinning. It's not the same thing.

Tiled rasterization reduces bandwidth for rendering because it is a subset of the rendering process. It includes only the primitives, which are lines and shapes. Everything else like coloring and shading etc are also part of rendering, but generally happen after rasterization.
post #36 of 42
So is this feature something that the hardware can already use or does it need software support?
post #37 of 42
Quote:
Originally Posted by Power Drill View Post

So is this feature something that the hardware can already use or does it need software support?
from what I infer it's just the way nvidia gpus draw the triangles, any software could not possibly change it.
post #38 of 42

This video describes what NVidia traded off, to gain performance. This type of rasterization is not "preferred"...

 

 

But given the new APIs out, things may change once again.

post #39 of 42
Quote:
Originally Posted by formula m View Post

This video describes what NVidia traded off, to gain performance. This type of rasterization is not "preferred"...

How so? It's just that tiles fit into on-die cache for quicker processing and are only "shoved" out to VRAM when the tile is done.
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post #40 of 42
Quote:
Originally Posted by formula m View Post

This video describes what NVidia traded off, to gain performance. This type of rasterization is not "preferred"...


But given the new APIs out, things may change once again.

If it does the same thing, only... quicker or more efficient...doesn't it mean its preferred?
Of cours it has to also be built upon that ability.

And new APIs aren't going to change something which is hardware based, not API based. There is no API which changes the way the hardware draws the triangle, unless you mean the software is doing all the work, which is essentially collide the the whole "do everything on hardware" mode which is the whole base of the new APIs.
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