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the HD5870 double the AA resolves and double the samples per clock too thats where the AA performance probably shows up.
Originally posted by silent_guyWhat exactly do you think would happen if you *did* connect a large load? The arrival of the Four Horsemen of the Apocalypse?Originally posted by CharlieContrast that with the GT300 approach. There is no dedicated tesselator, and if you use that DX11 feature, it will take large amounts of shader time, used inefficiently as is the case with general purpose hardware. You will then need the same shaders again to render the triangles. 250K to 1 Million triangles on the GT300 should be notably slower than straight 1 Million triangles.
Originally posted by Corum Jhaelen Irseiand you tell me I am in for a suprise? It is the FX; Late, hot, needing insane clock rates for its size. You have yet to show even one of my posts wrong.
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Originally posted by SirBaron View PostI'm liking the tessellation stuff, though how does it do it, and is there a performance loss for it?
I mean it must obviously have advantages to just making a higher polygon object or there would be no point to it.
But its a way around sending massive amounts of data (very high res meshes) to the video card though.
Especially if you use displacement mapping to controll the tesselation and deformation, think thats pretty comon in offline rendering, to save render time by using a lower subdiv with a dispmap generated from the highest subdiv level, with all the finest detail in it.
As is, you just smoothing things out I guess, which may cause some wierd results if certain edges arent flagged as sharp, some things are ment to have sharp edges, like mechanical stuff, but I guess there are ways of defining these so they dont get all rounded out.
A great usage would be on.. a game like Prototype for example, you have a ton of very low poly dudes running around, you could realtime scale these up and down in poly count depending on distance to camera, so they´d be smoother up close.you jump out of that plane and that parachute doesnt open, the helmet is now wearing YOU for protection. -JS
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Originally posted by SirBaron View PostI'm liking the tessellation stuff, though how does it do it, and is there a performance loss for it?
I mean it must obviously have advantages to just making a higher polygon object or there would be no point to it.
The tessellation allows the game maker to include high-detail models and not have to worry if it will kill the performance on low-end hardware (that includes tessellation support.)
Example 1: Take 10 of those models shown on a 5870. It works great. Take 10 of those detailed models as-is (no tessellation) on a low end part... it runs like a dog. Enable tesselation on the low-end part, and the model gets scaled-down to a polygon count that the low-end part can handle at decent speed.
Example 2: You already created the high-detail model. Now you'd like to create a scenario with 100 of those guys in an aircraft hanger. In the past, you'd have to create a low-poly version of that model to fit this sceen. With tessellation, you can reuse that model and it will automatically drop the polygon count to something reasonable for the scene.
From a GDC talk I saw the slides from, I think they also mentioned that the tessellation was fairly smart too... figures more distant from the viewer didn't need as many polygons to look decent, while nearer ones can get more, etc.
Exciting stuff. Other DX features
Last edited by koralis; Sep 24, 2009, 09:09 AM.A hobbiest foundry and forge in progress, plans, suppliers, showcasing ideas
Kcrucible - Playing with Fire
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Originally posted by curio View PostI think they got this one mixed up, DX 11 looks like it is the one on the left:Member of the Glorious PC Gaming Master Race-"Doesn't any game maker know how to make a PC feeling game anymore? I hate all this console afterbirth crap we're getting lately."
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Originally posted by koralis View Post
Example 2: You already created the high-detail model. Now you'd like to create a scenario with 100 of those guys in an aircraft hanger. In the past, you'd have to create a low-poly version of that model to fit this sceen. With tessellation, you can reuse that model and it will automatically drop the polygon count to something reasonable for the scene.
When you cut down polys from a model thats called decimation.
Originally posted by silent_guyWhat exactly do you think would happen if you *did* connect a large load? The arrival of the Four Horsemen of the Apocalypse?Originally posted by CharlieContrast that with the GT300 approach. There is no dedicated tesselator, and if you use that DX11 feature, it will take large amounts of shader time, used inefficiently as is the case with general purpose hardware. You will then need the same shaders again to render the triangles. 250K to 1 Million triangles on the GT300 should be notably slower than straight 1 Million triangles.
Originally posted by Corum Jhaelen Irseiand you tell me I am in for a suprise? It is the FX; Late, hot, needing insane clock rates for its size. You have yet to show even one of my posts wrong.
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Anyone can tell me how i would notice if my CPU forms a bottleneck?Demons run when a good man goes to war,Night will fall and drown in sun
When a good man goes to war, Friendship dies and true love lies, Night will fall and the dark will rise
When a good man goes to war, Demons run but count the cost , The battles won but the child is lost
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Easiest way is to increase or decrease the resolution and see what the % of performance change you have vs the % of resolution change. But of course if the GPU fillrates, shaders are the bottleneck the % change will also be effected.
testing out different settings is the easiest way to see where the bottleneck is and how much of the bottleneck is situated at what part.Last edited by razor1; Sep 24, 2009, 09:47 AM.
Originally posted by silent_guyWhat exactly do you think would happen if you *did* connect a large load? The arrival of the Four Horsemen of the Apocalypse?Originally posted by CharlieContrast that with the GT300 approach. There is no dedicated tesselator, and if you use that DX11 feature, it will take large amounts of shader time, used inefficiently as is the case with general purpose hardware. You will then need the same shaders again to render the triangles. 250K to 1 Million triangles on the GT300 should be notably slower than straight 1 Million triangles.
Originally posted by Corum Jhaelen Irseiand you tell me I am in for a suprise? It is the FX; Late, hot, needing insane clock rates for its size. You have yet to show even one of my posts wrong.
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Did anyone notice that so called DX10 games and DX11 ones have a specific commom colour applied everywhere
I was playing this days Resident Evil 5 and in the ruins level got this deja vu and also when i saw the new Stalker DX11 pics.
In this image the soft feeling and the colour feeling of the ground and the walls is pretty present in this kind of games...Either i become alergic to this effect either i got very bored of it and it feels too artificial for my brain..Last edited by badsykes; Sep 24, 2009, 10:08 AM."There is no beggining, and there is no end.There is no alpha, and there is no omega.You never began, and you will never end."
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Originally posted by caveman-jim View PostW.
T.
F.
r u crak mang?Intel 10600K @4.9GHz, Nvidia RTX 3070(ZOTAC Twin Edge),MSI MPG 490 Gaming Edge, Corsair Vengeance 16GB 3200MHZ,LG 27GL850-B.
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Originally posted by badsykes View PostDid anyone notice that so called DX10 games and DX11 ones have a specific commom colour applied everywhere
I was playing this days Resident Evil 5 and in the ruins level got this deja vu and also when i saw the new Stalker DX11 pics.
In this image the soft feeling and the colour feeling of the ground and the walls is pretty present in this kind of games...Either i become alergic to this effect either i got very bored of it and it feels too artificial for my brain..
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Originally posted by becco View PostYep, you were right. The character with Tessellation is the one with perfect poly.
I flipped horizontal that image
Demons run when a good man goes to war,Night will fall and drown in sun
When a good man goes to war, Friendship dies and true love lies, Night will fall and the dark will rise
When a good man goes to war, Demons run but count the cost , The battles won but the child is lost
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Originally posted by OlderBudweiser View PostIs it me or am i not seeing that much of a difference here??Except for the clouds?Really enjoy 3d gaming flexibility; a gamer's best friend!
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Originally posted by SIrPauly View PostIf you look at the gas mask aspect -- you will see that it is not rounded and more block like -- to offer a quick example.
DX11 does have some nice improvements, but we'll have to wait and see how much this step means in actual games when hopefully we can switch between 9/10/11.
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Originally posted by OlderBudweiser View PostIs it me or am i not seeing that much of a difference here??Except for the clouds?[ [email protected] / TRUE | 4GB@422Mhz| Gigabyte X38-DS5 | 7280GB storage | GTX460 @ 825/2100MHz || Samsung 2232BW 22" ]
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Originally posted by kaarel View PostSoft-shadows is actually two steps forward and one step backward. Shadows become "soft" when they are realtively far away from the object that is casting them. But when part of the shadow is closer to the object it needs to be sharper. Sadly it seems to be impossible to attain with current tech."There is no beggining, and there is no end.There is no alpha, and there is no omega.You never began, and you will never end."
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Originally posted by Corum Jhaelen Irsei View PostDon't hold your breath on the 300....Core i7 3770K Stock|}{| 16GB RipjawsZ |}{| Gigabyte Z77-UD5H |}{| 500GB WD5000AAKS + 500GB ST3500418AS |}{| [ASUS EAH6970 ] }{| LG 22X DVD-RW|}{|] Corsair HX850 |}{|CoolerMaster HAF932|}{| Samsung T260HD |}{| Fanatec 911TurboS |}{| Logitech G500 |}{| Logitech X-540 |}{| 'Genuine' Win7 x64
Prototyping Head Node/Folding Box: AMD X6 1100t |}{| 12GB DDR3 |}{| GTX570 + GTS450 |}{| 1TB WD RE4 |}{| Win2k8 HPC
NVIDIA's VP of Product Marketing, Ujesh Desai on late GT300:because designing GPUs this big is f***ing hard
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Originally posted by kaarel View PostSoft-shadows is actually two steps forward and one step backward. Shadows become "soft" when they are realtively far away from the object that is casting them. But when part of the shadow is closer to the object it needs to be sharper. Sadly it seems to be impossible to attain with current tech.
Thats been done before aswell.
Hellgate´s DX10 implementation demoed a similar solution, and its been showcased elsewhere aswellyou jump out of that plane and that parachute doesnt open, the helmet is now wearing YOU for protection. -JS
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Originally posted by spirits247 View PostDX11 does have some nice improvements, but we'll have to wait and see how much this step means in actual games when hopefully we can switch between 9/10/11.Love take me down to the streets - Wings
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you jump out of that plane and that parachute doesnt open, the helmet is now wearing YOU for protection. -JS
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It is 11.1" as I used my penis to measure it with and they were both the same
At least the power cables are in a better place unlike the 4890 so its less of a pain since you don't need the extra space for cables.
So I woulda thought it should still fit in your case.Last edited by spyre; Sep 24, 2009, 01:08 PM.I do work for AMD
AMD/ATI Beta Tester
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Originally posted by spyre View PostIt is 11.1" as I used my penis to measure it with and they were both the same
At least the power cables are in a better place unlike the 4890 so its less of a pain since you don't need the extra space for cables.
So I woulda thought it should still fit in your case.
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Originally posted by spyre View PostSo I woulda thought it should still fit in your case.
Yeah I´m not worried about MY case, plenty of space after removing one of the HD cages.
Just a general observation about a trend in graphics cards in general.you jump out of that plane and that parachute doesnt open, the helmet is now wearing YOU for protection. -JS
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Originally posted by {0}Salamander{0} View PostHmm, 11 inches might just about fit, just.
------Squachbox 2022------
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Originally posted by becco View PostGuru3D has CrossFire review
http://www.guru3d.com/article/radeon...-test-review/1
Interesting:
GPU scaling; as this article has proven performance is downright banging... we have so much horsepower underneath that PC hood that games will start to become bottlenecked by an overclocked Core i7 processor, which is weird yet... sexy somehow. A CPU bottleneck is not necessarily a bad thing really, as games progress and develop to a more advance state, it will balance out evenly again. The one title that I hoped would scale a little better was Crysis Warhead, but still, the performance was really good regardless of that remark.
They used Core i7 @3.75Ghz
Last edited by jam2k; Sep 24, 2009, 05:42 PM.
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Originally posted by jam2k View PostThanks, added to the list.
Interesting:
They used Core i7 @3.75Ghz
AMD Phenom II X2 555 @ stock clock
Xigamtek Knight cooler
ASUS M4A79XTD EVO
G.Skill 8GB DDR3 1333 (4x4GB)
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Originally posted by Treeckcold57 View PostYeah, we need more serious horsepower multi-core CPU to feed this monster 5870, 5870 Crossfire, and 5870 CrossfireX setup.
None of them use Phenom2 cpus.
I'd like to see how these cards work with AMD cpus...
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Originally posted by Skynet View PostI'll let you know, if I can ever find one in stock at a price that is not "you're gonna get raped"
It'll be awhile before we see a price that isnt bending you over, taking your wallet and slapping you with it before taking your money and doing its business with it.------Squachbox 2022------
Gigabyte 3D Aurora 570 full size aluminum chassis
Thermaltake Toughpower GF1 750watt PSU
AMD Ryzen 5 2600X @ 3.6ghz
Asus Prime B450M A/CSM
2 x 8GB G-Skill DDR4 2666
BenQ Mobiuz EX2710S 27" FHD monitor + Asus Dual Radeon RX 6600
Seagate Barracuda 500gb 7200.12 SATA
Seagate Barracuda 2TB SATA
Samsung EVO 970 1TB NVMe
HyperX Cloud Stinger wired headset
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Originally posted by Skynet View PostI'll let you know, if I can ever find one in stock at a price that is not "you're gonna get raped"
Heck, you can get the 940 for around 170. That's a lot of cpu power for a good price.
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Originally posted by jolle View PostYou mean like the "contact hardened shadows" thing they´ve been touting with DX11 in the upcoming STALKER?
Thats been done before aswell.
Hellgate´s DX10 implementation demoed a similar solution, and its been showcased elsewhere aswell
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