Originally posted by linuxguy
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Radeon R600 Gallium3D MSAA Performance Update
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Originally posted by brent View PostMSAA adds another processing step to the rendering pipeline: the resolve. This process combines subsamples to one sample for each pixel. This results in a constant performance hit. Beyond that, GPUs use various schemes to compress depth, stencil and color buffers, so that increasing sample depth does not result in much increase in memory bandwidth (after all, only the geometry edges can be different, GPUs take advantage of that) in typical cases. Therefore, performance is often quite similar for the different MSAA levels.
Like this: MSAA Just Cause 2
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Originally posted by Azpegath View PostI don't think that's the issue, since Michael has previously mentioned the fact that Valve was going to add the possibility to run pre-defined demos (scripted sequences) from the command prompt. That's what he needs for being able to automatically run the benchmarks. Doom 3 is used every now and then, but that is open sourced so I guess that's not a good example.
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Originally posted by FourDMusic View PostI would have expected the performance hit to be linear across all levels then.
What warrants the change in performance from 4x to 6x in OpenArena 0.8.5 (though not in 0.8.8) and World of Padman?
Edit: timing of these benchmarks was bad as well, recently a gallium optimization was implemented which may noticeably reduce performance impact of MSAA.Last edited by brent; 14 September 2013, 08:25 PM.
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