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> "Another class of hybrid architecture is one that is often referred to as tile-based immediate-mode rendering. As dissected in this article, this hybrid arc
by ribit 5y ago
> "Another class of hybrid architecture is one that is often
referred to as tile-based immediate-mode rendering. As
dissected in this article, this hybrid architecture is used since NVIDIA’s Maxwell GPUs."
Yes, they do mention it, but I feel that the relevance of this technique would warrant a more in-depth discussion.
> "There’s a long-standing myth (that luckily slowly
disappears) that deferred rendering techniques are not
suitable for TBR GPUs. "
This has nothing to do with TBDR. "Deferred rendering" is a "software" rendering technique used to optimize lighting computation, "tile based deferred rendering" describes a hardware GPU architecture that delays fragment shading to the latest possible moment to optimize shader unit efficiency.
- cma 5y ago> Yes, they do mention it, but I feel that the relevance of this technique would warrant a more in-depth discussion. They do have a long section on it at the end discussing hybrid stuff. > This has nothing to do with TBDR You are right about TBDR vs deferred rendering on a tile based architecture, but it still seems the article did discuss TBDR too just without naming it (probably due to confusion with explicit deferred rendering by the application): https://docs.imgtec.com/Architecture_Guides/PowerVR_Architecture/topics/powervr_architecture_tile_based_deferred_rendering__tbdr.html https://docs.imgtec.com/Architecture_Guides/PowerVR_Architec... The main technique in there is described in the original article I believe: [original article] "Some TBR GPUs go even further than that and perform perfect per-pixel hidden surface removal and thus can guarantee that every single pixel gets shaded exactly once throughout the whole subpass. " vs [imgtech description of TBDR] "Deferred rendering means that the architecture will defer all texturing and shading operations until all objects have been tested for visibility. The efficiency of PowerVR Hidden Surface Removal (HSR) is high enough to allow overdraw to be removed entirely for completely opaque renders."