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Notify me. Power to change everything. With more open and flexible and programmable platforms will you have more opportunity to diversify your product from the competition or will the current situation go unchanged?
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About 3D APIs. I remember the pain of not having 3D hardware acceleration.. Some of us are very much willing to change how real-time rendering works.. A lot of the code would be about scene construction.. Nice article! In a modern PC the responsibilities of the third type are being subsumed to some degree by both the CPU and GPU, weakening the focus of both in the process.
Just saw your follow-up about middleware.
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Just in case: this is my own opinion and may not be the opinion of Geomerics :. Our focus with Enlighten is really on the SPU-like area where we can generate data for use in a clients own shader code rather than trying to share the gpu itself. It really is a nice middle ground between the scripted-dedicated-hardware GPU and regular libs. Is it to make sure we are disciplined and we stick to precise requirements and limitations in order to maximize performance? If all next gen consoles would come with support for a standard DPL language let say OpenCL it could perhaps make your life much easier.
But, as you note, we are still in a realm where specialised hardware can provide a significant advantage.
follow url Both OpenCL and Gramps look very interesting and something like them would probably make life easier. In terms of algorithms which map poorly to DLP, conceivably on Larrabee you would be running these algorithms non-vectorized using scalar x86 code and loosing the 16x ALU capacity of vectorization? Or is it just the granularity of thread creation which is the primary problem ie being limited to sequential large batch invocation?
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Swtiching between rendering targets basically arrays should be a basic operation but it is so costly that tricks are needed to keep it fast. For instance, I often end up allocating a big array and treat it like lots of small array using lots of potentially buggy indirections. Sounds like a stupid limitation but it seems to be quite a fundamental one as well emptying the pipe and so on. At least we now have special command to achieve that asynchronously but wait, why do I have to move this chunk of memory in the first place?
And ok, if I have, why do I have to asynchronously wait for an entire frame or more! And other stuff as well, especially with opengl, like not being able to render into a luminance 8 bits format, not being able to send shader uniform per-chunk, this stupid limitation with texture size, and power consumption, and all the rest of it….
Without even changing the API…. Actually, this quote reminds me of a young programmer starting to write it all over again from scratch because he was not happy with the code style me 5 years ago basically You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.
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Next gen consoles might be based on a single massively parallel IC with general purpose computing capabilities plus some fixed function hardware units to speed up certain graphics related tasks such as texture mapping or rasterization. Fixed Function What? Is CUDA good enough? Will it scale well on future hardware? Many algorithms map poorly to DLP. A Glimpse Of The Future In this long post I have been talking extensively about a future where a rendering pipeline is more general, flexible and less tied to a specific hardware implementation, so it is perhaps time to show what this all means in terms of real change.
Share this: Twitter Facebook Reddit. Like this: Like Loading It surely is an exciting time in the 3D graphics field. Kyle Hayward Says: October 7, at am Excellent post! And… engine developers… Reply. Marco Reply. Do you think that could provide such an abstraction?
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