Insane Metal
Member
I think thuway is just talking about all the stuff discussed while he was banned =P
16 ROPs is sufficient to maintain 1080p, 32 comes across as overkill, but it could be useful for addressing stereoscopic 1080p for instance, or even 4K.
People still don't believe we will see some 4K games from sony? Not AAA but maby small PSN titles.
People still don't believe we will see some 4K games from sony? Not AAA but maby small PSN titles.
Would there really be no other benifit to having 32 ROPs?
Also, what's the point of even making games that run at 4k when even 5 years from now only a very small portion of the population (many not even gamers) will even own 4k televisions?
People still don't believe we will see some 4K games from sony? Not AAA but maby small PSN titles.
Playing 3d 48fps movies?
Tell us about the RAM, TELL US ABOUT THE RAMMuch has happened :-O.
Tell us about the RAM, TELL US ABOUT THE RAM
People still don't believe we will see some 4K games from sony? Not AAA but maby small PSN titles.
Tell us about the RAM, TELL US ABOUT THE RAM
16x AF
Why was Thuway banned?
Why was Proelite banned?
So ROPs only give you better IQ? 16 ROPs vs 32ROPs isn't really that big of advantage? Why would Sony have it in the silicon budget then? Seems like it could be better put to use on other things?
Why was Proelite banned?
Having 16 anisotropic filtering compared to none is like night and day. Do you really want the game look blurry and ugly from a few feet from your character?
Trolling while sitting on information.
IIRC he was jerking people around with manipulating information to the point of trolling.
Yea, but are 16 ROPs not enough for just additional AF?
IIRC he was jerking people around with manipulating information to the point of trolling.
Yea, but are 16 ROPs not enough for just additional AF?
So, is he permed? Was he a troll with no information all along?
Durango and Orbis should not have problems with AF.
Durango and Orbis should not have problems with AF.
So why 32 ROPs then? That's the same as a full 7970, just seems overkill. If Sony are only using 18 out of 20 CUs for yield improvement, why not remove half the ROPs and improve even further (or keep more CUs)?
AF has essentially no cost on modern PC GPUs, turning it on on even the most demanding titles has essentially no effect. You can expect 16xAF in nearly all titles next gen with a few possibly dropping down to 4x AF.Because...?
I'm guessing it's something to do with the more advanced GPUs?
So why 32 ROPs then? That's the same as a full 7970, just seems overkill. If Sony are only using 18 out of 20 CUs for yield improvement, why not remove half the ROPs and improve even further (or keep more CUs)?
What is the average AF multiplier on current console games (like Halo 4, Uncharted, etc)?
Reach used 4xAF which was dropped down to something like trilinear for 4. Uncharted uses 4xAF I think. Most games still use trilinear filtering.What is the average AF multiplier on current console games (like Halo 4, Uncharted, etc)?
Reach used 4xAF which was dropped down to something like trilinear for 4. Uncharted uses 4xAF I think. Most games still use trilinear filtering.
16x AF
The sad thing is we are practically begging for 16x AF to happen in 2013.
That shit has been free on pc for a decade.
50% more ALU (maths!)
50% more Text
100% more ROPs.
Little bit faster memory.
Same CPU.
Thats where we sit at the moment.
Unless things have changed more drastically than i thought, ROPs still have nothing to do with AF. Texture filtering is a function of the units responsible for fetching texels, which at least were once called texture mapping units (TMUs), and these should be either in their own cluster or part of the compute units. ROPs are responsible for taking pixel data and reading/writing to the framebuffer. Along with that is classical anti-aliasing.
Reasons for having more would be decreasing bottlenecks in cases where you're reading/writing to the framebuffer perhaps rather quickly. Blending lots of very simple particles or transparent surfaces, writing the depth buffer/ doing depth tests... Of course, the ROPs can themselves be bottlenecked by bandwidth, but I don't know the specifics here.
All this stuff on Durango seems like Band Aids made to compensate for the downsides of ddr3.....
It seems like the desire to have 8GB RAM was the primary objective and everything else was a secondary afterthought.
This large pool of RAM drove the entire design of the machine it seems
you should go work for AMD, obviously you know how to get 200% more yield out of a gpu just by adding 4 extra CU's and doubling your ROPs.
Why do they even bother with new architecture on cards if they can just add a couple more parts and make it twice as good? Seriously this stuff cracks me up.
Is there a song called lowered expectations? I would like to play it every time AF is mentioned as a bullet point.
Should have been standard from day one last gen.
16x AFWould there really be no other benifit to having 32 ROPs?
Is there a song called lowered expectations? I would like to play it every time AF is mentioned as a bullet point.
Should have been standard from day one last gen.
As aforementioned by someone, 1080p3D may something to do with it plus, I would think ROPs would have more use than "just" AF.
Texture filtering is done by the... Texture Units.
Unless things have changed more drastically than i thought, ROPs still have nothing to do with AF. Texture filtering is a function of the units responsible for fetching texels, which at least were once called texture mapping units (TMUs), and these should be either in their own cluster or part of the compute units. ROPs are responsible for taking pixel data and reading/writing to the framebuffer. Along with that is classical anti-aliasing.
Reasons for having more would be decreasing bottlenecks in cases where you're reading/writing to the framebuffer perhaps rather quickly. Blending lots of very simple particles or transparent surfaces, writing the depth buffer/ doing depth tests... Of course, the ROPs can themselves be bottlenecked by bandwidth, but I don't know the specifics here.
If you look at the Durango design docs they were expecting ddr4 to be available but had to settle for ddr3.
So why 32 ROPs then? That's the same as a full 7970, just seems overkill. If Sony are only using 18 out of 20 CUs for yield improvement, why not remove half the ROPs and improve even further (or keep more CUs)?
The entire 7800 line has the same, only the 7700 cards are cut down to 16. It might make more sense to ask 'why remove it?' instead.
That could also be why they ended up going with 8. Once they realized they couldn't get DDR4, they probably upped the ram amount a bit.
There are no performance difference in DDR3 and DDR4. DDR4 will be lower voltage and go up to higher clock speeds, but at the same clock speed they are the same. MS will probably drop in DDR4 in the future for energy and heat reduction.
What the buck.Much has happened :-O.