View Full Version : Dice, Frostbite v2 and DX11
Saw this thread on Beyond 3D
http://forum.beyond3d.com/showthread.php?t=54746
The DICE presentation from J.Andersson takes up Frostbite v2, and some ideas and theory about DX11. I do not understand the tech talk, but in general it seems DICE like DX11.
They are also interested in moving more computing to the GPU (the "Hi LRB" note on the first page). That is where the future of 3D games are, fully programmable extreme parallell GPU solutions.
http://s09.idav.ucdavis.edu/talks/04-JAndersson-ParallelFrostbite-Siggraph09.pdf
Here is the blog from Repi @ DICE
http://repi.blogspot.com/
A few excerpts;
http://img190.imageshack.us/img190/471/page10r.png
http://img188.imageshack.us/img188/2105/page21.png
http://img200.imageshack.us/img200/4495/page31s.png
josiahsuarez
08-08-09, 06:13 AM
if I read that right, they are claiming ~8x performance with 8gpus?
holy moley!
Lfctony
08-08-09, 07:52 AM
if I read that right, they are claiming ~8x performance with 8gpus?
holy moley!
Yes, with 8 times the micro-stuttering...
josiahsuarez
08-08-09, 08:39 AM
I'm trying to get a handle on the whole microstuttering issue, unfortunately my maths are not very good :)
if I understand things correctly, if you render at a high enough FPS the stutter would be so small that you wouldn't notice, even though it would still be there. in other words even if you find going from 16ms for one frame to 40ms for another frame distracting, a variance of 2ms->5ms between frames still wouldn't be noticeable.
I don't have a SLI/CF setup so I can't confirm this, someone correct me if I'm wrong
pakotlar
08-08-09, 09:42 AM
Yes, with 8 times the micro-stuttering...
I doubt that will be an issue for very long.
pakotlar
08-08-09, 09:42 AM
I'm trying to get a handle on the whole microstuttering issue, unfortunately my maths are not very good :)
if I understand things correctly, if you render at a high enough FPS the stutter would be so small that you wouldn't notice, even though it would still be there. in other words even if you find going from 16ms for one frame to 40ms for another frame distracting, a variance of 2ms->5ms between frames still wouldn't be noticeable.
I don't have a SLI/CF setup so I can't confirm this, someone correct me if I'm wrong
You are right, but devs will never want you to run very high framerates, because the diminishing returns of graphic fidelity are far outpaced by the diminishing returns of framerate.
pakotlar
08-08-09, 09:46 AM
if I read that right, they are claiming ~8x performance with 8gpus?
holy moley!
no, 8 cpu cores. It's saying that performance of GPU calls improves linearly with multi-core cpu's, due to the new threaded dispatcher in DX11
The compute shader is cool, because it seems that you can run instructions in more general terms, without having to translate everything into a pixel shader or vertex shader command. This probably makes certain algorithms more efficient, and gives you the ability to compute in ALU's as long as you want, bypassing the ROP's & Texture units.
josiahsuarez
08-08-09, 10:18 AM
no, 8 cpu cores. It's saying that performance of GPU calls improves linearly with multi-core cpu's, due to the new threaded dispatcher in DX11
ah, thanks
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