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关于G80跑03中的nature场景

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发表于 2006-11-9 16:16:00
原帖由 distance 于 2006-11-9 16:00 发表
估计不行吧,如果dx10的卡在dx9下也能动态分配资源,还要dx10干什么?
.Unified shaders aren't actually a feature as much as a result of DX10. This is a small point that seems to get lost in the shuffle, but Microsoft doesn't require a specific implementation for DX10 compliance: they simply made a better implementation more feasible. Until now, building a GPU with unified shaders would not been have desirable, let alone practical, but Shader Model 4.0 lends itself well to this approach.

We haven't seen unified shaders yet because we didn't need or want them. Up to SM2.0, vertex shaders had a higher precision requirement than pixel shaders. While 32bit floating point was required for compliance at the vertex level, 24bit was all that was needed for full precision in pixel shaders. Partial precision hints were added to accommodate 16bit pixel shaders on NVIDIA hardware. It wouldn't have been practical at the launch of DX9 to require that all shader units be 32bit. The same goes for including pixel oriented features in the vertex shader hardware: the API didn't support it, so there was no need to include it. The R300 GPU is 218mm^2 with only 107 Million transistors, and adding any more complexity than necessary would have certainly produced a much larger chip than they would have been able to handle on the 150nm process employed at the time. These days, we are able to do much more in the same space: ATI's latest chip, the RV570, is about 230mm^2 and has 330 Million transistors.

It is much cheaper, easier, and more efficient to build hardware to fit exactly what is required of each step in the rendering pipeline. This is as true with older hardware as it is with G80. Now that DX10 calls for full 32bit in each shader and nearly the same functionality for both vertex and pixel shader units, it doesn't make sense to duplicate and segregate the hardware. Now that functionality can't be excluded from either vertex or pixel processing, hardware designers are optimizing their parts to make the most efficient use of space. It just so happens that the best way to do this and meet the requirements of DX10 is with unified shaders.


anandtech
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发表于 2006-11-9 16:17:00
原帖由 distance 于 2006-11-9 16:00 发表
估计不行吧,如果dx10的卡在dx9下也能动态分配资源,还要dx10干什么?
如果G80不能动态分配资源,它是怎么跑03的?

要知道G80已经没有实际的shader了
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发表于 2006-11-9 17:01:00
顶~~~~~~~~~~~~~~~~~~~~~~~~~~
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发表于 2006-11-9 17:07:00
原帖由 casper2003 于 2006-11-9 17:01 发表
顶~~~~~~~~~~~~~~~~~~~~~~~~~~
Shadermark的VertexShader light测试 G80 1light-8light 性能无变化  8light的时候 性能已经是NV40的30多倍了

G80内部已经没有VS/PS/GS之分了 SP通吃
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发表于 2006-11-9 17:38:00
原帖由 ayanamei 于 2006-11-9 17:07 发表

Shadermark的VertexShader light测试 G80 1light-8light 性能无变化  8light的时候 性能已经是NV40的30多倍了

G80内部已经没有VS/PS/GS之分了 SP通吃
我是想看在PS和VS比例突然剧烈变化时动态分配的能力~~~
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发表于 2006-11-9 17:54:00
原帖由 casper2003 于 2006-11-9 17:38 发表

我是想看在PS和VS比例突然剧烈变化时动态分配的能力~~~
G80基本上已经不不存在这个所谓的动态分配了 #
不管程序需要跑PS/VS 执行资源上通吃
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发表于 2006-11-9 18:13:00
原帖由 ayanamei 于 2006-11-9 17:54 发表


G80基本上已经不不存在这个所谓的动态分配了 #
不管程序需要跑PS/VS 执行资源上通吃
哦,明白了

期待8600!

不知道以后会不会有强人能把GTS的64bit贷款补足呢 想以前自制的512M6800U
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发表于 2006-11-9 18:56:00
这个场景速度1600XT>7600GT>7800GT,千真万确我也到现在搞不清为什么
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发表于 2006-11-9 20:37:00
原帖由 casper2003 于 2006-11-9 16:17 发表

如果G80不能动态分配资源,它是怎么跑03的?

要知道G80已经没有实际的shader了
还是那个老问题,g80是怎么跑dx9的,有说模拟的,有说不是。g80(或者说dx10)不是没有shader,而是没有了vertex shader和pixel shaders的区别,但游戏本身建模还是区分顶点和像素的,g80可以在需要顶点多的时候多提供顶点资源,需要像素多的时候多提供像素资源,所以效率大大提高,但这是在dx10的环境下。这里有个简单的推理,不需要对技术细节有多少了解:如果g80在dx9下面能实现顶点和像素的动态分配,从而提高运行效率,那么在dx10发布之前,nv就大可以自己设计一个统一架构的gpu,让他在dx9下发挥作用,要知道在xp下跑3dmark03跟dx10一点关系也没有。
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发表于 2006-11-9 20:41:00
楼上的,cho的文章不会看?
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