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Discussing GCN Architecture, Performance & The Future

As I say they've announced new technologies like titled resources which is potentially going to make things a lot easier to produce high detailed scenes without running into VRAM problems etc. But there's no sign of these being implemented yet.

http://www.tomshardware.com/news/DirectX-11.2-Tiled-Resources-Xbox,23322.html

Tiled resources sounds good but what drawbacks would it have on frames I wonder. DDR3 as it stands is much slower than DDR5. A good idea none the less but I would want to see it in action, as I feel for the most part, it will bring too much of a hit.
 
I watched the video briefly, but I can't remember exactly how it works so would have to watch the whole thing. Part of me turned it off because it was late and the other because I think it's mostly hot air lol.

I guess with all the walls being hit everywhere, limitations in die shrink, CPU bottlenecking etc there's always a cast off effect. Like all this talk of asynchronous Crossfire able to use VRAM, yet people working directly on Mantle are super quick to jump on it and say alternate frame rendering is still preferable.

Yawn rendering.
 
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Tiled resources sounds good but what drawbacks would it have on frames I wonder. DDR3 as it stands is much slower than DDR5. A good idea none the less but I would want to see it in action, as I feel for the most part, it will bring too much of a hit.

Here is a better description of what tiked resources actually does;
Http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build

It is a more intelligent way of choosing what textures to load, rather than the way toms describe it

OpenGL call it megatextures

It basically means you can use much larger textures for things that are close up and nearer the centre of the screen where they are more likely to be the primary focus without bursting over the GPUs vram texture budget
 
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Here is a better description of what tiked resources actually does;
Http://blogs.nvidia.com/blog/2013/06/26/higher-fidelity-graphics-with-less-memory-at-microsoft-build

It is a more intelligent way of choosing what textures to load, rather than the way toms describe it

OpenGL call it megatextures

Thanks and I was a mile off. A good read and some clever trickery going on with shadows and details. It should also help with GPU grunt by only drawing the details that are needed to look good at that time but as far as we are aware, it looks that good in what we can't see.
 
Regarding Mantle’s performance, it was mentioned at CES that the performance increase with Battlefield 4 was up to 45 percent. Will this sort of performance boost be the normal for titles under Mantle?

45%!? I know it says 'up to' but that just can't be right. Interested to see the results though alright. Any day now...
 
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