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I assume the tile based rendering architecture is the biggest footgun in the new Apple SoC's. It just doesn't scale with a lot of polygons. I don't see how the
by spookie 4y ago
I assume the tile based rendering architecture is the biggest footgun in the new Apple SoC's. It just doesn't scale with a lot of polygons.
I don't see how they can solve this either.
- dagmx 4y agoTile based rendering wouldn’t matter for VFX work. They use path tracing. Nobody is really using rasterizers except for viewports, where it’s rare to be pushing so many polys that you’d bog down the GPU first (you’d almost always hit memory limits or CPU limits first dealing with that many transforms). I’m not sure I agree that a TBDR is bad for high poly counts. There’s nothing inherent to the architecture that I can think of that would limit it for pure polygon work. Usually the biggest hold up is full screen effects that need to work on the entire buffer but those are rare for VFX.