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AMD Sends Out 100 Patches, Enabling Vega Support In AMDGPU DRM

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  • #21
    Tile based (deferred or not) rendering especially helps with using memory bandwith efficiently. This is one reason why PowerVR keeps getting used in mobile SoCs despite their poor software/driver situation. NVidia had to implement it too to compete in mobile.

    AMD probably thought they were doing well enough at eliminating overdraw etc. to not require tile based rendering, traditionally they did better than NVidia in Villagemark.

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    • #22
      Originally posted by chithanh View Post
      Tile based (deferred or not) rendering especially helps with using memory bandwith efficiently. This is one reason why PowerVR keeps getting used in mobile SoCs despite their poor software/driver situation. NVidia had to implement it too to compete in mobile.

      AMD probably thought they were doing well enough at eliminating overdraw etc. to not require tile based rendering, traditionally they did better than NVidia in Villagemark.
      This isn't referring to tile based rendering (which is a software solution) but tile based rasterization (which is a fixed-function piece of hardware on the gpu).

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      • #23
        Tile based rendering is not a software solution.
        Originally posted by http://www.anandtech.com/show/735/3
        Designing a tile based renderer requires a completely different chip design compared to immediate mode renderers.
        Rasterization is one part of the rendering process.

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        • #24
          Originally posted by eydee View Post
          Doesn't mean it's low-end.
          it was on roadmap as replacement for polaris 10. but maybe it got replaced by new polaris

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          • #25
            Originally posted by pixo View Post
            for VR there is only Windows for now.
            https://github.com/ValveSoftware/SteamVR-for-Linux

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