We?ve still got to produce a compliant OpenCL stack yet, so that won?t happen before our previously announced roadmap on ATI Stream SDK with OpenCL support.
I don?t know how much attention you?ve paid to the announcement of this, but we are not doing anything here that uses non-core OpenCL...
No its not. "C for CUDA" is that. CUDA is a software stack that allows access to their hardware. The CUDA Driver model is more low level and more commonly used - this is specific to their hardware and likely the way PhysX gets to NVIDIA's hardware.
You need to be careful with comments in made to the press about allowing "anyone" to support PhysX with any actual meaningful approach to doing what has been said.
However, to just dismiss the open standard path we are taking is wrong. If NVIDIA were serious about having other GPU vendors...
Does having the shadowing effects in Doom 3 make it slower than not having them? Does having FSAA enabled make it slower than not? Does having high quality AF filtering make it slower than than bilinear filtering? Does having high quality SM3.0 effects make it slower than having simple...
As I said, its likely that this is going to operate as a rendering pass within a frame ? i.e. when a frame is rendered its not often that it just renders straight to a colour buffer and then displayed all in one. Take Doom 3, for instance, it has a Z buffer pass, that renders all the geometry...
? Nowhere was it indicated that you did say that.
Yes?
The point being, though, that PS have to have full FP32 capabilities, so it has the same precision as current vertex pipelines, and you also have a lot more of it.
Vertex Shaders read from vertex buffers ? the point being is that your...
There are many rendering factors that will affect performance and generally speaking, the ALU processing capability isn?t really that stressed ? this is evidenced by the 3x shader difference between R580 and R520 but the actual performance increases in game being significantly lower (while it is...
http://www.havok.com/content/view/187/77/
Havok are targetting SM3.0 implementations because of the cross-platform benefits - PC NVIDIA/ATI, PS3 and XBOX 360. There's are greater math capability in all pixel pipelines so its actually more likely to use pixel shader than vertex shaders, with...
Unlikely. In fact, what you will see is more cards go in directions like these. What will evolve are the applications...
Both vendors know that the shader to texture ratio is going more towards the shader side, and ATI have biased X1600 XT towards heavy shader processing with a 3:1 ALU to...
Errr, no - Blending is not done by the shaders, bledning is fully supported in hardware (and is running faster than the GTX 256MB); filtering of FP textures is required to be done by the shaders but FP textures are no necessarily required for HDR, neither are they likely to be used that often in...
At the moment I'm using what I've been seeded with. With the type of reviews I'm doing single card performance is of more importance right now. I might look at an SLIX16 platform in the new year.
Bear in mind that SS2 uses Filtering on FP textures, which need to be done via the shaders for X1000.
I'm not sure where the issue lies at the moment in terms of performance. If you look at Damiens Far Cry number he's not using the same patch for the 7800's and X1000's, so we
don't know...
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