3 ms·
It seems like nVidia's solution is actually different than the conventional tiling of PowerVR, though they are broadly similar and as you say address the main V
by kbolino 3y ago
It seems like nVidia's solution is actually different than the conventional tiling of PowerVR, though they are broadly similar and as you say address the main VRAM bandwidth issue by using smaller but faster cache.
I've watched parts of that video a couple of times, but I don't fully understand it. The best I can make of it is that PowerVR tiles everything at all levels of rendering, whereas nVidia's Maxwell (and other, more modern, desktop GPUs?) tiles only up to the point of rasterization. If I understand this correctly, it means that pixel shaders on mobile operate on a limited view (their tile, plus some margin?) while pixel shaders on desktop still operate across the entire screen. I don't know if this matters that much in practice, and the distinction seems to be motivated by patents (which may have expired by now?) rather than technical necessity or benefits.
Either way, given the massive importance of cache locality, what I originally said about tiled rendering offering no benefit at 1080p is indeed wrong. I think my understanding of GPUs is more than a decade out of date at this point. These problems used to be solved with more power and wider memory buses. That seems to have stopped scaling well over 10 years ago.