战士
索黑们的小样 - 看我瞪死你
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发表于 2006-11-15 14:03 · 美国
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it's not just about vertex shading. vertices have to be fetched again, pre and post transformed vertex data caches get trashed with data you don't need, triangles have to be assebled (burning further post trasformed cache bandwidth again) set up and rasterized again..and every clock cycle lost rasterizing something you already rasterized it's a clock cycle you lost that could have been spent on some useful workload. Truth is that for any opaque primitive with a reasonable long pixel shader edram is a complete and total waste since even a 64 bit data bus to external memory (gddr3) + compression would be enough to sustain your fb bw with AA 4X on.
Edram is a win for fillrate intensive + simple shaders rendering (particles..) |
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