fatslob-:O said:
AA is usually a bad idea aside from maybe the temporal variants since most engines feature deferred renderers which will skyrocket the cost of G-buffer rendering and the shading cost since your shading closer to sample rate ... AF also isn't as cheap especially on mobile devices which are likely to have stringent amount of bandwidth and texture sampler resources ... |
Talking in general.. As even Nintendo's Home Consoles typically used minimal/non-existent amounts of the stuff.
Plus "Morphological" works fine with deferred renderers.
| captain carot said: About the GPU stuff: -Little Pascal doesn't have that much efficiency improvements over Maxwell, besides VR related stuff. I don't think that there's a big difference between both if manufactured in 16nm. -Tegra Drive PX2 only has more GFLOP/s because of more clock. -Foxconn leak talks about a GPU clock of 921MHz. With 256 shaderunits that's 460 FP32 GFLOP/s. |
You are pretty correct.
Pascal basically took Maxwell and improved upon it, rather than revolutionised it.
Pascal did improve on things like Delta Colour compression for instance... And got reworked to help drive higher clock rates to help take advantage of Finfet.
nVidia is releasing a "Pascal 2.0" this year. I am interested to see what that entails.
| captain carot said: So, RAM: -It's quite ceap. Well, if you use standard stuff as Nintendo did. Now, 1600MHz leaves as with 12.8, 19.2 or 25.6GB/s depending on the memory interface. |
Don't forget Delta colour compression which gives it more bandwidth than the raw numbers implies.
The only other console with a similar technology is Playstation 4 Pro.
Plus, the Switch has a "mode" that developers can toggle which drops the memory speed down to 1333mhz, which Eurogamer did touch upon.

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