Simmonz
2[H]4U
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- May 14, 2008
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Great news. Notice it does say that DX12 and OpenGL plan to include this feature it means Mantle will still offer value.
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295x2 would been seen as a true 8GB card instead of 4GB. That's pretty awesome right there.
To do pooled VRAM in gaming, you would have to split the assets. There is no bus that is fast enough to replace the direct VRAM-GPU connection. Physical distance alone prevents that from ever happening. Therefore, in order to utilize the VRAM, you have to split the assets. This means background goes to one GPU, character models go to the second, etc. The game would have to accurately decide how to split the assets based on the number of GPUs and how much work it takes to render those assets.
If people have a bad reaction with the GTX970's memory performance dropping to 1/7th it's normal speed, how do you think they'd react to a 295's memory performance dropping to 1/20th (from 320GB/s to pci-e 3.0 x16's 16GB/s) any time vram usage went over 4GB??
SFR is already working great in the new Civ game. Granted, its not as graphically intense as other games but the proof of concept is right there. From a few blog posts I've seen, apparently Mantle offers some rules for helping devs handle the balancing problem. If I had to guess, I'd say that AMD is referencing some of their experience with HPC and the load balancing necessary in supercomputers.
There is an ongoing discussion on Mantle's capabilities in another thread here on [H]: http://hardforum.com/showthread.php?t=1850874
SFR still requires full copying of assets across the GPUs though. VRAM pooling does not work with SFR.
Not entirely. The deep-dive with the Civ:BE devs stated that they did not have 100% of the same resources in each VRAM. While a majority of the scenes have similar required resources, they did see times were they had independant allocation.
We already can Crossfire an APU with a GPU already. We can Crossfire mismatched GPUs from the same product chain. Remember AMD thinks differently than Intel and has HSA in it's back pocket for even more advanced stuff in the future.
So why do you think that there would be all sorts of latency issues when we can already do weird stuff with AMD products without degradation in performance? I'd give them the benefit of the doubt. Civ:BE runs so damn smoothly in Mantle it makes me want to purchase a second R9 290 just to check out the SFR feature already in it.
https://twitter.com/Thracks/status/561708827662245888
And what happens when moving the map rapidly causes one GPU to need the resources on a different GPU? You get stuttering due to the slow PCI-E bus. Let alone a FPS game.
Yes, you might be able to dynamically manage a limited number of resources. But for the large part, you need mirroring across all of the GPUs.
That typically wouldn't happen. The resources changing so fast, that neither GPU can re-use the previous resources, you are still in the same situation. You have to create/store new resources.
Again, the resources would be managed on the game engine or api side, that would make sure that fetching the needed resources is faster than recreating them, i.e. you wouldn't get stuttering like GTX970.
Which is why for those situations everything needs to be preloaded. Which is why while SFR might lower some VRAM usage, for the most part it will be mirrored.
The only real way to truly get VRAM pooling is to have each GPU render different things, as I said above. One does background/environment, one does moving models, etc. That is a completely different thing than telling one GPU to render half the screen and the other GPU to render the other half.
Mantle can do that also. It's in the code and the Sniper Elite developers Rebellion were contemplating it last year and have been working on it to see what they can do with Mantle. In their example I believe they would have the APU's GPU render backgrounds and the main GPU handle the rest. Supposedly it will work fine, but of course that's AMD making that statement. I never saw what Rebellion's work led up to. They do have a new rehash of their franchises coming soon. Maybe they will debut something then?
If I may interject. This isn't saying that the memory map is going to be pooled. This is saying different jobs requiring different resources can be done one different chips. That is, You take 500 different textures and some geometry data render a scene without things like lighting, depth of field, and other effects. Take that semi complete object and pass it to the next gpu for the effects. This model would incur some latency in moving from one gpu to the next, but not the hit on every random access that you seem to imply. It's simply a one time cost in a pipeline model (which is the model of the gpu).I never said it couldn't. All I said is that vram pooling would be far too difficult for too little gain for most developers. Especially when all they would have to do is raise hardware requirements and people will upgrade or just play at lower settings.
If I may interject. This isn't saying that the memory map is going to be pooled. This is saying different jobs requiring different resources can be done one different chips. That is, You take 500 different textures and some geometry data render a scene without things like lighting, depth of field, and other effects. Take that semi complete object and pass it to the next gpu for the effects. This model would incur some latency in moving from one gpu to the next, but not the hit on every random access that you seem to imply. It's simply a one time cost in a pipeline model (which is the model of the gpu).
Sounds like something nvidia needs to support..
It's easy to split the image between the two gpu's and put them together, all you have to do is have an engine to do the stitching.
But what this stacking will do is effectively make on board crossfire actually more effective than split board.
Granted this has a bit more applicability towards the professional level than gaming but cool to see it making a come back.
And get it added to DX12? Ulikely because Nvidia is against tech that they didn't develop from the ground up so they can keep it proprietary.
If anyone thinks MS releases any DX version without working extremely close with Intel, Nvidia and AMD, you care smoking crack...
Lots of game devs develop for cross-platform releases, and now that XB1 and PS4 are x86 based with DirectX utlization, this makes it even easier for devs to code games.