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#26 | ||
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Naughty Boy!
Join Date: Oct 2012
Posts: 26
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I'm sorry to argue with you, sebbbi: you're a very intelligent person. Still, if you have followed Mr. Dell you will agree that he hardly did read anything about octrees. He discovered them, maybe in trying to cull/distribute points among the view frustum's subfrusta (corresponding to viewplane quadrants) faster (perhaps the primeval rendering scheme: a bucket sort where the frusta are the buckets).
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#27 | |||
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,752
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Anyway if he wants to be taken seriously he must get a patent, publish his algorithm and be done with all this nonsense.
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So many things to do, and yet so little time to spend... |
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#28 | ||||
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Naughty Boy!
Join Date: Oct 2012
Posts: 26
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Last edited by Dag; 02-Nov-2012 at 00:32. |
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#29 | |
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Member
Join Date: Oct 2004
Posts: 719
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I have tried to follow UD for a while and the released information hasn't been encouraging. Especially as it has been around for a ~10 years.. |
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#30 |
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Naughty Boy!
Join Date: Oct 2012
Posts: 26
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#31 |
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Naughty Boy!
Join Date: Oct 2012
Posts: 26
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#32 | ||
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Rome wasn't built in a day.
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#33 | ||
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Likewise, making the GPU more programmable has never led to games that look more alike. It's certainly true that it has caused a shift from everyone using the API directly, to more people using middleware, but there's more diversity among this middleware than among the legacy APIs. Quote:
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#34 | |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,223
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UD did not talk much about storage requirements, a tech demo with a dozen assets procedurally copy pasted is fine but how much data do you need for reasonable game content : 20GB? 100GB? 1TB? |
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#35 | |||||
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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If the latency hiding really isn't good enough, there's always the solution of executing ultra wide vector instructions on less wide execution units. That would also benefit power consumption. Quote:
The fact that things have to be done serially is not an issue in and of itself. Unified processing of the programmable graphics pipeline stages on the GPU has even enabled higher performance through better balancing, and a wide range of new possibilities. It is certainly true that additional CPU performance is needed to cover for fixed-function functionality, but I can tell you it's relatively minor, some of it can be assisted by a handful of new instructions, there are benefits to the additional programmability itself, and again there is still huge untapped potential for increasing the CPU's throughput. Quote:
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#36 |
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Member
Join Date: Jun 2012
Posts: 298
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I think it is reasonable to think that if today's cpu architacture was more efficient then gpu's, amd, ati, game consoles, smartphones and the like would be using them intead.
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#37 | |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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I will make one bold claim about AVX2 though: it means the end of GPGPU in the consumer market. It also seems a little misguided that you're talking about "complex" 3D rendering. The CPU can handle 3D rendering that is far more complex than the GPU can handle. Performance-wise the gap between the CPU and GPU was much larger when the rendering was still fixed-function. In relative terms the CPU is better at rendering Crysis 2 than it is at Max Payne 2. So the gap is closing, and more complex rendering is in favor of the CPU. Unreal Engine 4 will even spend the majority of time on general compute algorithms, rather than the traditional graphics pipeline. |
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#38 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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It doesn't necessarily have to amount to anything.
People are trying a lot of different things beyond mere polygons today. But they're limited by the GPU's inflexibility and by the CPU's throughput. Fixing either problem, or both, means a convergence between the two architectures, which eventually will lead to unification. So don't base your conclusions about the hardware, on the success of one algorithm. There are countless possibilities and some will be more successful than others. They all point in one direction though. |
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#39 | |
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Darlek ******
Join Date: Jun 2004
Posts: 9,663
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on a related note Amd should bring back smartshaders especially HdRish wich was awesome.
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#40 | |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#41 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,223
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Or we would at least have an occasional voxel-based PC game, or game liberally using arbitrary software rendering code.
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#42 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,663
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I just tried Ati SmartShader on the off chance it still worked, It doesnt
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#43 |
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Member
Join Date: Jun 2012
Posts: 298
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#44 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,663
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And this
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#45 |
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Naughty Boy!
Join Date: Oct 2012
Posts: 26
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As of April 23, Battlefield 4. (That may, hopefully, have changed).
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#46 | |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,262
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If Intel's near-threshold computing works out, it pushes for a stronger bifurcation between the throughput-oriented logic and the high-speed logic. Fast cores will not tolerate the changes made to allow for extremely low-voltage operation, while throughput-oriented cores and logic will favor parallelism, since they may not clock very high individually but will require very, very little power. As aggravating as the GPU on chips like Sandy Bridge and the like may be to some, it simply provides more utility for the user than a few more high-speed cores they won't use, and it does so within a much more confined power and die budget. With mobile and cloud computing overtaking the thermally-maxed client PC market as a driving force for development, this doesn't look to change in the near term. There is some possibility for a Larrabee-type solution of small throughput cores being put on the same die as powerful OoO heavies, which has been on Intel's to-do list for probably going on a decade now. It seems like it almost made it at some point before delays or the competitiveness of the IGP won out. Even with this, the likely demands on the silicon and how Intel has accepted the use of specialized logic when it is needed point to the idea of a dozen or so OoO core monster chip as the future of rendering not being likely for the next 2-3 silicon nodes. We are running out of those, by the way.
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Dreaming of a .065 micron etch-a-sketch. |
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#47 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,752
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__________________
So many things to do, and yet so little time to spend... |
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#48 |
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Member
Join Date: Jun 2012
Posts: 298
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And there we go. Outcast. It took just two pages.
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#49 |
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Junior Member
Join Date: Sep 2006
Location: 40,00ºN - 00,00ºE
Posts: 81
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#50 |
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Member
Join Date: Jun 2007
Posts: 263
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As it just renders a height field no true voxel rendering is needed. Long time ago I made a prototype to render the height map with polygons (using CPU based depth adaptive tessellation). It ran pretty fast, on those now ancient GPUs (besides much better image quality)
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| 3d rendering, software based rendering, the future of 3d |
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