3 ms·
I'm working off the hypothesis in the article: > I wonder if RT work is a lot less predictable than rasterization workloads, making workload distribution harde
by mastax 3y ago
I'm working off the hypothesis in the article:
> I wonder if RT work is a lot less predictable than rasterization workloads, making workload distribution harder. For example, some rays might hit a matte, opaque surface and terminate early. If one shader engine casts a batch of rays that all terminate early, it could end up with a lot less work even if it’s given the same number of rays to start with.
- d_tr 3y agoYou would end up with shader engines working for longer on average but with more "dead lanes" then, with no real benefit, right? Sounds like more flexible scheduling would ultimately be needed.