THE:MILKMAN
Member
Thank you Paul.
We need more info, scoops and inside leaks,
Start delivering or else![]()
Wait...Is it an inside joke that Dan is Paul from RGT or is Dan really him?
I can't tell anymore over the whiff of fish....!
Thank you Paul.
We need more info, scoops and inside leaks,
Start delivering or else![]()
RGT seems really giddy about PS5's GE, he's tweeted about it a few times now and mentioned that PS5 will have a "geometry" advantage over the Series X, also that PS5's VRS ability will work very well with the GE and GE will allow it to be much more precise.
Inventors: Cerny; Mark Evan (Los Angeles, CA), Simpson; David (Los Angeles, CA), Scanlin; Jason (Los Angeles, CA) Applicant:
Name City State Country Type
Sony Interactive Entertainment Inc.
Tokyo
N/A
JP Assignee: SONY INTERACTIVE ENTERTAINMENT INC. (Tokyo, JP) Family ID: 1000003489270 Appl. No.: 16/050,829 Filed: July 31, 2018
Scheme for compressing vertex shader output parameters
Abstract
A graphics processing may include implementing a vertex shader and a pixel shader with a GPU. Vertex parameter values may be compressed with the vertex shader and compressed vertex parameter values may be written to a cache. The pixel shader may access the compressed vertex parameter values that were written to the cache and decompress the compressed vertex parameter values. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
SUMMARY
According to aspects of the present disclosure, a computer graphics processing method may include compressing vertex parameter values with a vertex shader; writing the compressed vertex parameter values to a cache; accessing the compressed vertex parameter values written to the cache with a pixel shader; and decompressing the compressed vertex parameter values with the pixel shader.
In some implementations, the method may include interpolating the decompressed vertex parameter values with the pixel shader
In some implementations, accessing the compressed vertex parameter values includes copying the compressed vertex parameter values from the cache to a local memory unit of a GPU, and accessing the compressed vertex parameter values from the local memory unit with the pixel shader.
In some implementations, the vertex parameter values include parameter values of all three vertices of a triangle primitive
In some implementations, compressing the vertex parameter values includes storing two floating point numbers together as one value having twice as many bits as each of the two floating point numbers.
In some implementations, compressing the vertex parameter values includes storing two 16-bit floating point numbers together as one 32-bit value.
In some implementations, the method further includes performing pixel shader computations on the interpolated parameter values.
In some implementations, the method may include, before compressing, modifying the parameter values with the vertex shader.
According to aspects of the present disclosure, a graphics processing system may include: a graphic processing unit (GPU); and a cache; wherein the system is configured to implement a graphic processing method, the method including: implementing a vertex shader and a pixel shader with the GPU; compressing vertex parameter values with the vertex shader; writing the compressed vertex parameter values to the cache; accessing the compressed vertex parameter values written to the cache with a pixel shader; and decompressing the compressed vertex parameter values with the pixel shader.
In some implementations, the GPU includes a plurality of compute units and a plurality of local memory units, wherein each of the local memory units are associated with a respective one of the compute units.
In some implementations, the cache is integrated with the GPU.
According to aspects of the present disclosure, a non-transitory computer readable medium may have computer readable instructions embodied therein, the computer readable instructions being configured to implement a graphics processing method when executed, the graphics processing method comprising: compressing vertex parameter values with a vertex shader; writing the compressed vertex parameter values to a cache; accessing the compressed vertex parameter values written to the cache with a pixel shader; and decompressing the vertex parameter values with the pixel shader.
Wait...Is it an inside joke that Dan is Paul from RGT or is Dan really him?
I can't tell anymore over the whiff of fish....!
I think we've already been seeing some of it, especially in the UE5 tech demo but can't be certain since Epic themselves have been super vague about how that demo was achieved.They really do need to show us something that proves all of this. I think a good sized vertical slice of gameplay from something like Horizon or Ratchet would put a lot of the rumour and hearsay to bed. We need the Ps5 equivalent of the Killzone gameplay demo that showed us the power of the PS4.
Wait...Is it an inside joke that Dan is Paul from RGT or is Dan really him?
I can't tell anymore over the whiff of fish....!
How does he know this stuff? Isn't he just some gamer with a YouTube channel?I think we've already been seeing some of it, especially in the UE5 tech demo but can't be certain since Epic themselves have been super vague about how that demo was achieved.
RGT did say that it will take devs some time to really utilise and push the PS5's GE and once they do they'll be able to achieve some cool stuff.
But it's too early to see this kinda stuff me thinks, the console has not yet launched, I think we should get a better idea in the coming months and a more clear picture within the next year or two.
How does he know this stuff? Isn't he just some gamer with a YouTube channel?
Feel like he's just repeating the same guesses anyone could come up with from listening to the Road to PS5 presentation.
I think we've already been seeing some of it, especially in the UE5 tech demo but can't be certain since Epic themselves have been super vague about how that demo was achieved.
RGT did say that it will take devs some time to really utilise and push the PS5's GE and once they do they'll be able to achieve some cool stuff.
But it's too early to see this kinda stuff me thinks, the console has not yet launched, I think we should get a better idea in the coming months and a more clear picture within the next year or two.
He has a very PC centric channel, a lot of his PC leaks have been very accurate, the only details he seems to know about the next-gen consoles are with regards to their APU so it kind of makes sense. As far as I'm aware he was the first to mention that PS5's GPU will incorporate features from RDNA 3, one of these features being the PS5's Geometry Engine soon after others like MooresLawIsDead and Tidux reported the rumour (to me it was obvious they recycled RGT's info).How does he know this stuff? Isn't he just some gamer with a YouTube channel?
Feel like he's just repeating the same guesses anyone could come up with from listening to the Road to PS5 presentation.
So maybe an AMD contact?He has a very PC centric channel, a lot of his PC leaks have been very accurate, the only details he seems to know about the next-gen consoles are with regards to their APU so it kind of makes sense. As far as I'm aware he was the first to mention that PS5's GPU will incorporate features from RDNA 3, one of these features being the PS5's Geometry Engine soon after others like MooresLawIsDead and Tidux reported the rumour (to me it was obvious they recycled RGT's info).
He usually comes off more biased towards PC and Series X, only slightly, this along with his PC leaks being usually very accurate, makes me trust him more than others.
So maybe an AMD contact?
I still don't get the RDNA 3 rumor.. how does anyone know what is going into an architecture that probably ins't out for years?
Road maps are set out years in advance...
ok now break this down for wtf im looking at
Interesting you mention that, RDNA 3 will come out next year I think. According to RGT and there is a another very reliable leaker from the PC space, known as AquriusZ or something who has a long history of accurate leaks, both leaked that RDNA 3 has been in development for a long time now and the specifications and silicon have already been finalised.So maybe an AMD contact?
I still don't get the RDNA 3 rumor.. how does anyone know what is going into an architecture that probably ins't out for years?
Oh yeah, the almost instant load times seem to be a very neat feature and I think Sony are sure to show it off in the coming future!Yeah, that's fair enough. It sounds like there are aspects to the architecture that are going to take devs a while to really unpack. Almost feels likePs5 is a balance between the bespoke, envelope pushing of the Ps3 Cell, and the safer X86 architecture of the PS4. It certainly feels like Cerny is pushing things more this time, and it's going to be interesting to see how the devs exploit the 'new' stuff.
Do still,think we could do with a nice, clean, lengthy gameplay demo though, if only to highlight SSD load speeds.
The RDNA 3 stuff isn't that Cerny is picking features from the future but rather his customizations are being taken by AMD and probably will be incorporated in next iterations of RDNA.So maybe an AMD contact?
I still don't get the RDNA 3 rumor.. how does anyone know what is going into an architecture that probably ins't out for years?
RGT said he was never told about the RDNA 3 stuff "directly", but that the source whoever he was told him that "you should look at what Sony has done in the past when it comes to incorporating features from future roadmaps into their console and then you'll understand what's happening with the PS5's APU." This was in his first video about the RDNA 3 stuff, he later mentioned that he was told this again by another source and that all the sources were "heavily hinting" this. Just recently he said he was 99% sure about the information.Yeah it really seems like he'd have to have an internal AMD source willing to break NDA pretty badly.
Idk Paul, sounds like a lot of conjectureRGT said he was never told about the RDNA 3 stuff "directly", but that the source whoever he was told him that "you should look at what Sony has done in the past when it comes to incorporating features from future roadmaps into their console and then you'll understand what's happening with the PS5's APU." This was in his first video about the RDNA 3 stuff, he later mentioned that he was told this again by another source and that all the sources were "heavily hinting" this. Just recently he said he was 99% sure about the information.
I mean yeah we should take all his info with a grain of salt but nothing about the information seems far fetched.
this always reminds me of this Paul Mooney quote from the Chappelle show.Everyone wants 60FPS, but nobody wants 60FPS.
He pretty much tells you what information to take with grain of salts or truck load of salts.RGT said he was never told about the RDNA 3 stuff "directly", but that the source whoever he was told him that "you should look at what Sony has done in the past when it comes to incorporating features from future roadmaps into their console and then you'll understand what's happening with the PS5's APU." This was in his first video about the RDNA 3 stuff, he later mentioned that he was told this again by another source and that all the sources were "heavily hinting" this. Just recently he said he was 99% sure about the information.
He also stated in a few videos that he has more information about the PS5's GPU and other stuff but he's doesn't want to mention them because his sources will get "upset".
I mean yeah we should take all his info with a grain of salt but nothing about the information seems far fetched.
Not enough, even when checkborading is good but with a scene with many movement and tiny details the problems will be thereConsoles have 4kcb which is already excellent. It just needs to be widely used and maybe tweeked a bit. PS4 Pro even had dedicated checkerboarding hardware. It didnt quite work with some games like ND games and RDR2, but there is no reason why the tech cant get better going forward.
Fuck reading that without a rosetta stone.
I am out
peace all
ok now break this down for wtf im looking at
Specist mother flounder...Cos he said GTA6 was a PlayStation timed exclusive and some windbag in this channel bet me an entire week ban if true. If it is true i get the ban if its not true @Ass of Can Whooping takes a week-long vacation.
Also have spoken to the mods and if I am right, we get a combo deal.
yewles1 @AeneaGames @Gamernyc78 @roops67 all get added for the week ban.
Taking out the trash, making space for more my kind.
Fish power![]()
I'd be wary of saying something will "never ever" change, history isn't kind to those statements.Fixed hardware specs will always have games targeting graphics primarily at 30Hz.
Never ever ever going to change. The only way to have the same game and quality at a higher frame-rate is to have surplus power from the original hardware design either with a "Pro" console version, or with a PC if it's a multi-platform game.
Fast paced shooters etc already do and will continue to target 60Hz or more.
The same will be true of PS6, etc
I'd be wary of saying something will "never ever" change, history isn't kind to those statements.
Though i agree we're quite a ways from having 60fps be the standard. For that, at the very least, we would need a system so powerful that running something at 30 vs 60fps would not result on a significant visual gain. For that to happen we would need to be close to hitting a graphics ceiling, which we are not.
The only way 60hz or higher were to become the norm for say, ps6, would be if videogames shift to mostly VR experiences.
I do think that the PS4 became somewhat of a drab after a while with Sony. As much as it easy to code for the PS4 the architecture was known and designed to be easy for developers to make games quicker due to existing knowledge of x86.Yeah, that's fair enough. It sounds like there are aspects to the architecture that are going to take devs a while to really unpack. Almost feels likePs5 is a balance between the bespoke, envelope pushing of the Ps3 Cell, and the safer X86 architecture of the PS4. It certainly feels like Cerny is pushing things more this time, and it's going to be interesting to see how the devs exploit the 'new' stuff.
Do still,think we could do with a nice, clean, lengthy gameplay demo though, if only to highlight SSD load speeds.
Hold up, I may be reading it wrong, but you can use Rapid Packed Math to compress geometry Nanite style? Please correct me if I'm wrong, I'd love for the clarification.
Hopefully there's a CB 2.0 like there is a DLSS2.0 which is what people are raving about. Because I heard DLSS1.0 was shit.Not enough, even when checkborading is good but with a scene with many movement and tiny details the problems will be there
and with the new hardware and more experience they can do more than tweek CB. Other problem well is not a problem is advantage
of DLSS, this can reconstruct your image with a good quality even using less than half of pixels, this is a huge advantage.
DLSS is not perfect but is good enough to show better results than 4k with TAA in some cases, if Sony or Microsoft use a Checkborading improved
solution using AI (after all Sony is not foreign to use AI solutions), DirectML for Xbox then that can mean you can use in a more aggressive way new
technologies like RT.
Of course for the beginning CB or similar techniques will be good enough but when the tiles start to be more demanding the
clean image of 4k will be affected, also I am not sure of the process to have a game with DLSS your basically send your code/game to
Nvidia in order their system analyze your game and trains the neural network so probably the time to have your game with that is too much
or something else is bad because we saw very few titles with DLSS.
this always reminds me of this Paul Mooney quote from the Chappelle show.
lol
Hold up, I may be reading it wrong, but you can use Rapid Packed Math to compress geometry Nanite style? Please correct me if I'm wrong, I'd love for the clarification.
I'm guessing this is about using fp16 for geometry rendering for better performance & using onboard cache to store the compressed data with more complete geometry/shapes .
WHAT!?!Damn control is getting a next gen upgrade only if you buy the new ultimate edition![]()
WHAT!?!
This is fucking bullshit. Paywalled patches here we come. Now this pisses me off.
LOL yes. i wasnt sure if thats what you were referencing. good man.lol.. video not working but I'ma assume it's the quote I was referencing about being..black.
You got your FP16 reward eventually, its been a long track through mountains and valleys, but you got there.
Could be Fp16 and the compression for bandwidth, something clever optimisation for geometry engine. Is this what RGT is on about I wonder....
Note the timing, weeks before teardown. There is more to this than meets the eye.
I think it reads more like efficiency of reading / compressing GPU data.
We need Cerny to tell us.
he's tweeted about it a few times now and mentioned that PS5 will have a "geometry" advantage over the Series X,
They really do need to show us something that proves all of this. I think a good sized vertical slice of gameplay from something like Horizon or Ratchet would put a lot of the rumour and hearsay to bed. We need the Ps5 equivalent of the Killzone gameplay demo that showed us the power of the PS4.
wow! what a loser!Manage to snag it from the cache.
![]()
![]()
![]()
Fun fact, Shu Yoshida helped create the ICE team. Then, he got permission to embed ICE team software guys with the Sony hardware team in Japan as the PS3 was being developed. His first choice for who to send was... Mark Cerny.I do think that the PS4 became somewhat of a drab after a while with Sony. As much as it easy to code for the PS4 the architecture was known and designed to be easy for developers to make games quicker due to existing knowledge of x86.
And as much as the PS3 is notoriously known as difficult to code for, as also discussed earlier today, Sony and Ken Kutaragi set up the ICE team and with that and the CELL, weeded out those that could brilliantly program and those that couldn't. And with these coders helping with the design tools the PS3 had some amazing looking games of that gen towards the end as finally developers unlocked the CELL i.e. The Last of Us.
Now I have seen tweets posted around gaf from those ICE team members talking about the CELL and coding and how they miss having some specialised hardware to work with and try to extract the most out of.
Now Mark Cerny obviously is one of these genius types like Sweeney and Carmark, and I'm guessing a bunch of Sony World Wide Studios programmers as well as the still running ICE team have a bunch within their ranks too.
So I'm guessing Mark knew he needed to do something strange and exotic like Ken did once, and make something beastly as well that he could give to the 'wheat' of coders that was separated from the 'chaff'. But as well as making it still developer friendly and easy to code for 3rd party... It's exotic enough for in-house coders and programmers to salivate about thinking how they can leverage the PS5. I could be talking bollocks, but the way those tweets from ICE team people talk about the PS3 and CELL?
Sony is full of Nerds!
wow! what a loser!
wow! what a loser!
People like you in his replies are probably the reason boon locked his accountwow! what a loser!
Fun fact, Shu Yoshida helped create the ICE team. Then, he got permission to embed ICE team software guys with the Sony hardware team in Japan as the PS3 was being developed. His first choice for who to send was... Mark Cerny.
This talk is worth a listen, especially for anyone confused as to why Cerny gave that PS5 talk back in March. Seems like it's something he likes to talk about.
most probably corpo called him, but feel as you wantPeople like you in his replies are probably the reason boon locked his account
That'll be 250 million dollars please!Yeah maybe in the future they could collaborate with some big engine developer to show a game running in realtime with just an absolutely ridiculous amount of geometry. Like just imagine the stopping and looking around while the developers scream "billions of triangles" over and over again.
like, would that be mind blowing and definitively showing off what next gen means or what.