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Investigation Shows That NVIDIA GPUs Implement Tile Based Rasterization for Greater Efficiency

Master Disaster

i don't get why this is even in the news today?!
back when the GTX 980 launched Nvidia on their own website had a great page to list the ''maxwell new features'' and tiled based rendering was in there along with VXGI, memory compression etc.
it's no news...i knew that all along?! anybody else saw that page written in green on a black backgrouns where you saw the apollod moon landing module and they were talking about maxwell's features? i'm a drunk or what?

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Here, everything you might want to know about maxwell and how it operates is in there...

http://developer.download.nvidia.com/assets/events/GDC15/GEFORCE/Maxwell_Archictecture_GDC15.pdf

 

so what's the next ''news'' on something we already knew for over a year about it?

it's doing conservative rasterization as well... :shocker:

 

| CPU: Core i7-8700K @ 4.89ghz - 1.21v  Motherboard: Asus ROG STRIX Z370-E GAMING  CPU Cooler: Corsair H100i V2 |
| GPU: MSI RTX 3080Ti Ventus 3X OC  RAM: 32GB T-Force Delta RGB 3066mhz |
| Displays: Acer Predator XB270HU 1440p Gsync 144hz IPS Gaming monitor | Oculus Quest 2 VR

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On August 1, 2559 BE at 2:31 PM, DocSwag said:

Are you talking about the primitive discard accelerator?

 

That is somewhat similar, though it seems to approach the problem from a different angle. Also I'm not sure if the PDA discards triangles behind opaque objects... As far as I know it only discards super tiny ones though correct me if I'm wrong.

Both. If lighting doesn't use the bounces behind one object for ambient effects, those triangles are discarded as well.

Software Engineer for Suncorp (Australia), Computer Tech Enthusiast, Miami University Graduate, Nerd

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