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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
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I'm fine, as far as possible in this world we have today. How is life treating you?
![]() I don't mind any form of comment or remark, my aim is to provide accurate information for others. If I fail at this, I wouldn't want it to go uncorrected. ![]() Perhaps offloading is not the proper term. This is what I was getting at: Fixed pipelines are being done away with in favor of fully programmable pipelines (often referred to as unified pipeline architecture), which can be programmed to emulate the same. New state object to enable (mostly) the CPU to change states efficiently. Shader model 4.0, enhances the programmability of the graphics pipeline. It adds instructions for integer and bitwise calculations. Geometry shaders, which work on adjacent triangles which form a mesh. Texture arrays enable swapping of textures in GPU without CPU intervention. Predicated Rendering allows drawing calls to be ignored based on some other conditions. This enables rapid occlusion culling, which prevents objects from being rendered if it is not visible or too far to be visible. Instancing 2.0 support, allowing multiple instances of similar meshes, such as armies, or grass or trees, to be rendered in a single draw call, reducing the processing time needed for multiple similar objects to that of a single one Any system, no matter how fast, has a limited number of resources. A number of those technigues allow for similar or better results while using less resources. The technigue highlighted in bold above is a nice example: by cutting the CPU out of the loop, it's free to do other things. And no matter how high bandwith the paths are connecting components, there's always a bit of latency to deal with, no matter how small. I hope this is a clearer explanation. ![]()
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Contritium praecedit superbia. |
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