Scott Wasson on his way to AMD

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dogen1

Senior member
Oct 14, 2014
739
40
91
Scott received it from nVidia at the time when AMD had poor frame times in CF it was pushed.

Then when Maxwell came, they all (PCPER, TR etc) stopped using it (look at maxwell's frametimes on release reviews from sites like sweclockers & guru3d, its atrocious). Until their members pointed it out for a long time and they finally had to bring it back.

You could say it was purely a coincidence, there's no bias.

Not seeing that in any game here. Another review you're referring to?

http://www.guru3d.com/articles_pages/nvidia_geforce_gtx_970_and_980_reference_review,24.html
 

zlatan

Senior member
Mar 15, 2011
580
291
136
Am I mistaken in thinking compute based lighting is common now? Isn't this what PBR lighting is? So the game was very much relevant.
PBR and tiled lighting are two different things in a technical aspect. The reason why these are mostly used in the same sentence is that the PBR uses a lot more information per pixel, and the renderer has to be super efficient. The tiled solutions just uses the memory bandwith much more efficient compared to the non-tiled options so this won't be a big issue even with much more bit per pixel.

AMD research a lot of base technique to speed up the rendering. Forward+, tiled deferred things are common now. AMD even solve the overdraw problem last year, and some PS4 games use that algorithm to speed up the particle rendering. As far as I know Dirt Rally also uses it.
 
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