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Pemalite said:
DonFerrari said:

Is texture mapping directly related to the CU count or did we got separated info on them?

Texture Mapping Units are separate. It's usually tied to the CU counts. - Basically... It's 1x Texture mapping unit for each 16 shader pipelines.
Or... 4x Texture Mapping units per CU. - If AMD wanted it can deviate from that count.

HollyGamer said:

The problem with GI is , it's less impressive on low quality assets, the better the assets and texture the better GI is. Also it's cheap to implemented and far better than normal light mapping and low ray raytracing. Of course it cannot be compared to fully ray tracing.

rather than rely on fully Path tracing Lumen from what i see is good enough for high quality textures and assets. 

we can make GPU do other work

If i can choose, i choose more powerful than what we have, but we are living in reality here, the important factor on building the system is balance. And that balance measured on what are the system target. Cerny in his presentation explain how his philosophy is by balancing between revolution and evolution.

Software rendering like geometry rendering are data dependency , it need a lot of data streaming , and data streaming need fast IO. I am not saying Xbox SX cannot do, PS5 will do far better in this aspect.

Tegra can do hardware decompression , i know , but it still make the GPU do the work. PS5/Xbox SX has their own decompression data outside CPU or GPU. 

Global Illumination is Ray Tracing.

Tegra's decompression is on a fixed function logic block, it's not making the GPU do extra work.

It would be like not using Ray Tracing cores when you want to do a Ray Tracing operation. The tasks needs to still be done, don't let silicon go unused.





but it's not path tracing 

i used specific term path tracing because GI still using baked and screen space