Shogmaster
Sloppy seconds
aaaaa0 said:Is "douche" really necessary?
Don't ask. That's just Vince playing his angry tech duder thing again. :lol
aaaaa0 said:Is "douche" really necessary?
aaaaaa00 said:How do you mean it scales faster? Do you mean the demand for pixel shading scales faster, or that it's easier to scale up pixel shaders in your design?
Because the first depends on the rendering techniques you choose, and the second I don't believe is true.
Shogmaster said:Don't ask. That's just Vince playing his angry tech duder thing again. :lol
Name calling is a sign that the person has lost the argumentaaaaa0 said:Is "douche" really necessary?
Blaster1X said:Name calling is a sign that the person has lost the augment
No kidding he's like a Snapping Turtle, only coming outa his shell to violently bite something off....
Vince said:And, amazingly, on the PC we see this trend towards more biased fragment, arithmetic, computational ability. nVidia's analysis of over 1,000 of the most common fragment programs led towards the current doubling of MADD/clock and similar per-fram analysis also led towards the current vertex to fragment division of area.
Vince said:Hardly, I was responding to his pre-edit post in which he didn't comprehend what I was saying yet was dismissive of me with some comment about not writing a line of code (heh).
Speevy said:Which guy should I be rooting for here?
Speevy said:Which guy should I be rooting for here?
Vince said:Which are both *gasp* console games! Try comprehending my argument before posting nexttime douche....
No it was not, and you are aware of that. Oh question, do you post with a thesaurus next to you so you can give us all those wonderful sounding words?Vince said:And yes, after the way you responded douche was fitting.
Speevy said:We really need his wisdom here.
aaaaa0 said:Uh, that's exactly what I said. NVidia's PC cards are heavy on the pixel shaders and light on the vertex shaders because they analysed PC games and discovered they are heavy on the pixel shaders and light on the vertex shaders.
Davew49 said:Did you answer him by the way. I have you ever written a single line of game code?
DAVEW
So says you. That still doesn't answer the question.Marathon said:I have written thousands of lines of graphics code on a huge number of systems over the past 15 years and Vince appears to be the only person posting in this thread with a clue.
Vince said:Ok, we're having a failure of understanding here. Your argument is contradictory, I'll explain again:
Consoles are form-fitting, you design your game around what the hardware excels at; not what you as a developer would do if given the choice. Which is why even the Graphic Synthesizer didn't suck as much ass as it should have relative to, say, the NV2A. Thus, they are really not a good place to look if you're questioning what developer's want.
On the PC, it's an open platform. The potential landscape of rendering programs which can be implimented is vastly more open than on a console; we've seen commercial voxel renderers for example. Developer's and engine developers are more concerned with getting a given output than they are the speed and implimentability of a given technique as speed/preformance is a function of time on the PC, unlike a console.
Yet, on the PC we've seen this massive bias towards more and longer fragment programs which require resource allocation that vastly outstrips that of per-vertex work.
Just think about it, Vertex processing, back to the protean hardwired T&L, was bolted on to the 3D ASIC pipeline way before fragment work; yet it never was adopted by developers to the extent as fragment shading. They had the chance to change the paradigm but they chose not to and we have the currently evolved GPU because of it....
Now, if a developer, given the freedom, chose this current bias towards fragment processing -- why should 'you' force them to find uses for the vertex potential of this hardware as you're positing with the XGPU when they're trends pushed the GPU towards the fragment bias? I'm not saying anything about the XGPU, but rather your argument isn't sound.
aaaa0 said:And I apologize for snapping at you, it was unnecessary, and unwarranted.
Speevy said:Marathon, the man once quoted as saying the PS3 and Revolution were the only next-generation systems. We really need his wisdom here.
Vince said:Consoles are form-fitting, you design your game around what the hardware excels at; not what you as a developer would do if given the choice. Which is why even the Graphic Synthesizer didn't suck as much ass as it should have relative to, say, the NV2A. Thus, they are really not a good place to look if you're questioning what developer's want.
Vince said:On the PC, it's an open platform. The potential landscape of rendering programs which can be implimented is vastly more open than on a console; we've seen commercial voxel renderers for example. Developer's and engine developers are more concerned with getting a given output than they are the speed and implimentability of a given technique as speed/preformance is a function of time on the PC, unlike a console.
Yet, on the PC we've seen this massive bias towards more and longer fragment programs which require resource allocation that vastly outstrips that of per-vertex work.
Vince said:On the PC, it's an open platform. The potential landscape of rendering programs which can be implimented is vastly more open than on a console; we've seen commercial voxel renderers for example.
StoOgE said:This is faulty logic. I know nothing about programming, but I know logic. What you have here is a bi-conditional. Meaning PC GPU's are built this way because PC developers develop this way. PC developers also likely develop this way because PC GPU's are built this way. Its a biconditional, you cant say one causes the other because they both cause each other.
There may be a good reason why it developed this way, and at one point it may have been a conditional instead of a biconditional, but at this point the two are inseperable. A GPU manufacturer cant make a GPU that breaks this trend because the games are written for a different sort of GPU, and likewise a game maker cant make a game that focuses on something the GPU's are weak at.
Tenacious-V said:In laymens terms
<--->
:lol
Basically it's not causal, it's covariational.
rastex said:It's true that PC GPUs have evolved this way, but the reason isn't well defined. You seem to be trying to peg that reason as placing more importance on pixel shaders, but that's far too convenient, and the real answer I'm sure is much more complicated.
Vince said:Really? I must have missed that....
Mrbob said:RSX is boring by comparison.![]()
Its basically a PC card... there's nothing unique about it.Marathon said:Please explain what you think RSX is...
And please don't bother replying if you are going to say something as inane as the PS3 'GPU'.
Nah, that's just a sign someone isn't very civil. Now, pointing out the namecalling to the exclusion of everything else a person said, *that* tends to be a sign that someone has lost the argument, or just wants to ignore it altogether.Blaster1X said:Name calling is a sign that the person has lost the argument
aaaaa0 said:HOWEVER, the point is KLee picked out the 8% efficiency gain from this paper, in a thread about Xenos, which is a GPU intended for use on the 360, a closed environment.
But what I am trying to point out that this 8% is irrelevant anyway -- you'll be running 360 games, not PC games on the Xenos.
StoOge said:Its a biconditional, you cant say one causes the other because they both cause each other.
Vince said:No, there is causation if you knew how the programs scale in terms of computational complexity.
StoOgE said:exactly. I dont know jack shit about programming, but my 5 years of (mostly) useless logic has allowed me to destroy arguements I dont understand just by breaking them down into logic sets.
Speevy said:Now we're discussing formal logic in addition to Xbox 360 hardware. Quickly, post in Chinese so the rest of us can understand you. The Nazis won't save you this time, Sto0gE.
drohne said:but you didn't address his logic. you addressed the subject matter. whether developer priorities dictate hardware designs or whether hardware desings also have some influence on developer priorities isn't a question of logic.
drohne said:how grossly irrelevant. he's not assuming that a causes b; he's arguing that a causes b from his knowledge of the field. you've arbitrarily asserted that a and b are biconditional:
drohne said:"if GPU's are built for a certain strength of course programmers are going to use it"
what is this "of course?" surely you're not suggesting that unidirectional causal relationships can't exist.
Vince said:My overarching point of contention is that the subset of tasks which are well suited towards a unified shader, unbalanced/varient workload, may not map all that well with the set of tasks that a developer wants to utilize and run.
Panajev2001a said:A quick thought: IMHO the chip efficiency comments were related to die area usage considering the number of logic transistors/Shader and Texture processors utilized.
A statement such as Xenos' 235 MTransistors are worth like RSX 300+ Million Transistors and you have not counted the Duaghter die and all that jazz... are misleading, always IMHO.
aaaaa0 said:This is not to say that it is inconceivable that one has to make other tradeoffs for implementing unified hardware of course.
aaaaa0 said:This is what drove people to move the more interesting computations to pixel shaders, where at least you can treat a texture as an array in GPU memory and access it without as horrible performance.
Vince said:Better watch it, the resident philosopher is going to notice that this is a subset of my argument on fragment shading and call out another EQV/Biconditional and that you can't tell if the people drove the hardware or the hardware drove the people.... *roll*
StoOgE said:Like I said, its possible (even likely) at some point there was a good reason PC development took this path.. but if GPU's are built for a certain strength of course programmers are going to use it... it could be the case at some point a GPU was designed this way because programmers were doing these things, but at this points its irrelevent because you have a biconditional situation.. its become an infinite regress of sorts, the two are interdependent.
but if GPU's are built for a certain strength of course programmers are going to use it...
aaaaa0 said:Well he does have something of a point.
Realistically, I don't think it's disputable that the PC's games and GPUs did co-evolve to some degree and have been doing so since the beginning of accelerated 3D graphics.
Evidence of this is clear every time Carmack complains that he had to rewrite so-and-so code path for id-game-N because it ran like crap on vendor A's card, which results in the next card from that vendor not being so crappy on so-and-so code path, meanwhile id-game-N+1 is using a something-else code path which the vendor B has optimized for, etc.
The software evolves to run on the hardware evolves to run the software. Neither truly exists in complete isolation.