| Pemalite said: Nothing really unknown here, it's been well known for years that the Playstation 4 beats the Xbox one in regards to graphics, both fail miserably in comparison to the PC. As for "culling" it is not a new feature, it has been used for decades, the low-hanging fruits in regards to improving performance via more efficient culling was picked long ago. Before the Xbox 360/Playstation 3 era. Even the original Xbox had such functionality. If you want more efficient culling though... Tiled based rendering is where it's at. You can spend more time "looking" at a tile to cut out unnecessary rendering, this is actually where the Xbox One would have an advantage, the ESRAM is nicely suited to such a task. |
Culling itself is not a new feature but what Graham Wihlidal brings in is new research to using GPU compute for culling!
I've always wondered what "tile based rendering" meant. Are we talking about PowerVR tile based, immediate mode rendering GPUs with large on chip buffers or tile based light culling/shading ?
In the first case and second case classifying GPUs that way is starting to become more outdated like the RISC vs CISC days when techniques outlined such as Graham's presentation and deferred texturing exists for immediate mode rendering GPUs to mimic more and more of that of mobile GPUs ...







