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  1. Replies
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    So, this is essentially a double precision...

    So, this is essentially a double precision benchmark? It is unfortunate that many consumer GPUs have artificially limited DP performance.

    Anyway, here's an old Fermi:
    ...
  2. This has been the basic requirement for the HW...

    This has been the basic requirement for the HW accelerated PhysX run-time ever since Nvidia ported the code for CUDA six years ago.
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    Memory management is much less complicated using...

    Memory management is much less complicated using the large flat 64-bit virtual address space. This provides foremost a better scalability and stable operation and while this won't magically shrink...
  4. Some major D3D11 performance gains in an upcoming...

    Some major D3D11 performance gains in an upcoming driver from Nvidia:

    http://i.imgur.com/h19fdg1.jpg

    http://i.imgur.com/GcIb2M2.jpg
    ...
  5. Even if this means only API-overhead reduction,...

    Even if this means only API-overhead reduction, which is mostly a software issue, it's still a huge gain for the old generation.
  6. http://i.imgur.com/Blng6QU.jpg ...

    http://i.imgur.com/Blng6QU.jpg

    http://blogs.nvidia.com/blog/2014/03/20/directx-12/
  7. OGL already had its prime status during the...

    OGL already had its prime status during the heydays of the Quake franchise in the late 90s. Sadly, id software was pretty much the lone player firmly embracing the multi-platform API.
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    http://www.chip-architect.com/news/Kaveri_Trinity_...

    http://www.chip-architect.com/news/Kaveri_Trinity_2014-01-07.jpg

    Kaveri spots 256-bit quad-channel memory interface, according to this post, but only for the BGA version.
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    A secret inside "Hawaii"...

    http://cfile22.uf.tistory.com/image/2237464E52BC52E8043E26

    Source

    :eek:
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    Both solutions are way over due. Graphics APIs...

    Both solutions are way over due. Graphics APIs and digital display tech are both plagued by heavy legacy constraints that limits the overall platform (PC) potential.
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    293,037

    Radeon's rasterization granularity is still twice...

    Radeon's rasterization granularity is still twice larger than what Nvidia GPUs have been capable since Fermi. Developers know that too small primitives will lead to huge performance overhead, no...
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    293,037

    Well, not that PCI-E 3.0 is any bottleneck...

    Well, not that PCI-E 3.0 is any bottleneck really. Why not put the excess bandwidth in good use and at the same time shave off few cents from the board's BOM by omitting the CF link.
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    AMD is simply tired to be always the good guy,...

    AMD is simply tired to be always the good guy, promoting open standards and meanwhile missing lucrative opportunities, while pretty much everybody else was caving into their own sandboxes.

    Now,...
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    AMD literary threw another "x86-64" bomb all over...

    AMD literary threw another "x86-64" bomb all over again with this move. Very brave decision, indeed!

    The new API isn't about some uber smart tech, but a matter of having balls to challenge the...
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    AMD Radeon R9 290X with Hawaii GPU pictured, has...

    AMD Radeon R9 290X with Hawaii GPU pictured, has 512-bit 4GB Memory?

    :shocked:

    http://i.imgur.com/eQI2uj9.jpg
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    Microsoft chief Steve Ballmer to retire

    Source
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    Intel have no incentive to go beyond 4 cores on...

    Intel have no incentive to go beyond 4 cores on its mainstream platform. First, they are already heavily invested in a top performing CPU architecture with high IPC and secondary, the push for better...
  18. Thread: Steamroller?

    by fellix_bg
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    21,706

    Steamroller?

    :eek:

    http://i.imgur.com/HDjJSET.jpg


    What appears to be a single Steamroller module, sans the L2.

    Very large L1i cache, double the SIMD pipelines, loaded up integer cores... :shocked:
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    I really hope it's related to a new engine, since...

    I really hope it's related to a new engine, since Source, despite its flexibility, is running on fumes already.
  20. Since Epic removed the real-time GI system from...

    Since Epic removed the real-time GI system from UE4 spec's last year, it was bound to run on a single GPU after that. Looks like SVOs are still too expensive for mainstream deployment (read: next gen...
  21. Each VS pipe in G70/71 outputs 10 FP32 op's,...

    Each VS pipe in G70/71 outputs 10 FP32 op's, while each PS pipe rates at 16 FP32 op's. A full configuration of 8xVS and 24xPS GPU in PS3 performs 464 FP32 op's per cycle, for grand total of 255...
  22. Timothy Lottes on Orbis and Durango...

    Timothy Lottes on Orbis and Durango

    Highly technical, but the tl:dr version is like this:

    Console platforms will still benefit from a much more lightweight and efficient environment for...
  23. Multi-threading was the only viable way to get...

    Multi-threading was the only viable way to get good performance from 360's CPU (Cell is another animal altogether), while the other saving feature was the relatively high clock-rate at the time. The...
  24. EU regulation could cripple future high-end graphics boards

    Source

    :shakes:
  25. http://i.imgur.com/yOXji.png

    http://i.imgur.com/yOXji.png
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