- Učlanjen(a)
- 12.07.2000
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Definitivno najbolji sajt o aspektima vezanim za GPU-ove i 3D tehnologiju generalno ima mali intervju sa dva najuticajnija lika u gaming industriji. Evo sta su ih pitali i kako su oni odgovarali:
In our interview with Eric and Richard of ATI they mentioned they went in the direction of tripling the ALUs versus the TMUs after talking with you for instance. My question would be: do you see this as a good direction? Are you working on shaders which require a lot of ALU while keeping TMU usage constant to today?
John: I think it is clear that the ratio of math to texture fetches is increasing.
Tim: It's a definite trend that ALU usage in shaders is going up at a faster rate than TMU usage, so it's reasonable that the hardware should increase ALU's faster than TMU's. What ratio is ideal is debatable; it depends on a whole lot of variables, but fortunately it's easy to see whose tradeoffs win at a given price level by running some benchmarks.
The X1000 series of ATI cards don't implement an actual texture fetch in the vertex shader, unlike NVIDIA's GeForce 6 and GeForce 7 series, preferring instead to get the texture information from a vertex buffer that the programmer has to setup in the pixel shader. Which implementation do you prefer?
John: For vertexes, I think more often about looking up data in a table rather than indexing an image, but I can see either perspective.
Tim: We don't use vertex texture fetch in UE3 right now, but I expect we'll be using it in the future for moving more of our displacement-mapped terrain logic to the GPU.
Tim also dropped the following comment to us with regards to Unreal Engine 3:
Tim: We'll be making a UE3 benchmark available several months before shipping UT2007 on PC, in order to encourage the hardware folks to optimize their drivers. We're not doing this now, because at our stage in development many aspects of our rendering pipeline aren't fully optimized, and if we encouraged IHV's to optimize for it now (by releasing a benchmark), they would end up wasting a lot of time optimizing code paths that aren't reflective of a final, shipping UE3 project. Regarding the timeline, we'll be actively developing Unreal Engine 3 throughout the current hardware generation -- all the way through 2009.
Prema ovim odgovorima, nema sumnje koji ce od aktuelnih akceleratora (R580 vs. G70) biti brzi u u Unreal3 i Megatexturing Extended masinama! Naravno po izlasku G80 slika se moze dijemtralno izmeniti...
P.S
Jedva cekam U3 benchmark, narocito uzevsi u obzir koliko je 3DMark06 ne upotrebljiv za evaluaciju perfomansi NextGen naslova!!
In our interview with Eric and Richard of ATI they mentioned they went in the direction of tripling the ALUs versus the TMUs after talking with you for instance. My question would be: do you see this as a good direction? Are you working on shaders which require a lot of ALU while keeping TMU usage constant to today?
John: I think it is clear that the ratio of math to texture fetches is increasing.
Tim: It's a definite trend that ALU usage in shaders is going up at a faster rate than TMU usage, so it's reasonable that the hardware should increase ALU's faster than TMU's. What ratio is ideal is debatable; it depends on a whole lot of variables, but fortunately it's easy to see whose tradeoffs win at a given price level by running some benchmarks.
The X1000 series of ATI cards don't implement an actual texture fetch in the vertex shader, unlike NVIDIA's GeForce 6 and GeForce 7 series, preferring instead to get the texture information from a vertex buffer that the programmer has to setup in the pixel shader. Which implementation do you prefer?
John: For vertexes, I think more often about looking up data in a table rather than indexing an image, but I can see either perspective.
Tim: We don't use vertex texture fetch in UE3 right now, but I expect we'll be using it in the future for moving more of our displacement-mapped terrain logic to the GPU.
Tim also dropped the following comment to us with regards to Unreal Engine 3:
Tim: We'll be making a UE3 benchmark available several months before shipping UT2007 on PC, in order to encourage the hardware folks to optimize their drivers. We're not doing this now, because at our stage in development many aspects of our rendering pipeline aren't fully optimized, and if we encouraged IHV's to optimize for it now (by releasing a benchmark), they would end up wasting a lot of time optimizing code paths that aren't reflective of a final, shipping UE3 project. Regarding the timeline, we'll be actively developing Unreal Engine 3 throughout the current hardware generation -- all the way through 2009.
Prema ovim odgovorima, nema sumnje koji ce od aktuelnih akceleratora (R580 vs. G70) biti brzi u u Unreal3 i Megatexturing Extended masinama! Naravno po izlasku G80 slika se moze dijemtralno izmeniti...
P.S
Jedva cekam U3 benchmark, narocito uzevsi u obzir koliko je 3DMark06 ne upotrebljiv za evaluaciju perfomansi NextGen naslova!!
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