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    Wednesday, April 8, 2020

    Hardware support: Introducing DualSense, the New Wireless Game Controller for PlayStation 5

    Hardware support: Introducing DualSense, the New Wireless Game Controller for PlayStation 5


    Introducing DualSense, the New Wireless Game Controller for PlayStation 5

    Posted: 07 Apr 2020 01:14 PM PDT

    [Buildzoid/Actually Hardcore Overclocking] How load line calibration actually works

    Posted: 07 Apr 2020 09:01 PM PDT

    Sampler Feedback Streaming: How games will use fast SSDs

    Posted: 07 Apr 2020 10:13 PM PDT

    This is a quick, and hopefully accessible, overview of Sampler Feedback Streaming, an integral part of how next generation consoles will use their SSDs. Those wanting a more technically dense explanation should follow the link below.

    https://microsoft.github.io/DirectX-Specs/d3d/SamplerFeedback.html#how-to-adopt-sampler-feedback-for-streaming


    How this works

    The Xbox Series X has a moderately fast SSD, with read speeds of 2.4GB/s, and decompression hardware that should effectively double that speed for textures using a custom algorithm they call BCPack. New techniques are needed to use this bandwidth effectively.

    Sampler Feedback Streaming uses the results of the previous rendered frame to determine which textures to read into memory. The idea is that most textures are only kept in memory at a lower detail, and as the game needs higher resolution textures, those are loaded in for the next frame.

    Each texture is made of mipmaps, which is a chain of progressively smaller versions of the same texture. Developers should also use tiled resources, which splits large textures into small squares, each of which can be loaded individually.

    A 1024x1024 texture might be made up of 64 tiles of size 128x128. Its mipmap would include a 512x512 texture made of 16 tiles of size 128x128, and an even smaller 256x256 texture made of 4 tiles, and even smaller textures for even further away views, each no larger than a tile.

    Each tile can either be loaded into memory, or simply reserved without using up memory. When a GPU renders a scene, it looks at specific tiles on specific mipmaps. The Sampler Feedback extension means that every time the GPU loads a tile, it can mark in a buffer saying that the resource was needed, and at what level of detail. If the tile it needs is not loaded into memory, the GPU will fall back to a lower-resolution version of the texture, but it will still mark in the buffer that it wanted that mipmap.

    This means that after rendering the CPU has a bunch of information on exactly what tiles are needed. It can quickly compare this data to the tiles it has loaded, and will end up with a list of tiles that the GPU wanted, but didn't have. The CPU can also keep track of which tiles have not been requested recently, since those can probably be discarded.

    What this means

    Two things determine how fast an SSD can read: the size of the request (how much data you want), and the queue depth (how many things you are asking for in parallel). For an SSD, 4kiB reads at queue depths of 1 or 2 is a typical 'random' workload, and is generally fairly slow. In contrast, 128kiB reads at queue depths of 16 should utilize most of the speed of most SSDs.

    With 128x128 tiles, and 4 bytes of data per texel, a tile is 64kiB. Multiple textures, like the color and normal, will always be needed at the same time, and so can be loaded and unloaded together. After compression, each request might be 64kiB or more. Because the CPU knows all the textures it needs at the same time, it can queue all the reads as fast as it wants to. This means that you should be able to use close to the full speed of the SSD for texture streaming.

    If the speed of texture loading, after decompression, is around 3.8 GiB/s, that would allow loading 64 MiB per frame at 60fps. This is fast enough to load 1000 tiles each frame, about the equivalent of a single 4096x4096 texture.

    For objects approaching from afar, textures will be loaded in when the GPU changes which mipmap it is rendering from, with only a frame or two's delay, so loading should be effectively invisible. If you look at an uncached object up close for the first time, it might render using lower resolution textures for a frame or two. How low that is depends on how much memory the developer wanted to save.

    I believe this API requires specific GPU hardware to support, but it is not exclusive to consoles.

    submitted by /u/Veedrac
    [link] [comments]

    [ASUS] ”Our patented process brings exotic liquid metal thermal compound to new ROG gaming laptops“ | ASUS' upcoming 10th Gen-based RoG-laptops will exclusively feature Liquid-metal instead of thermal compound

    Posted: 07 Apr 2020 03:29 PM PDT

    The First Computers in East Africa -- and what became of them.

    Posted: 07 Apr 2020 02:11 PM PDT

    The Technology Behind Xbox Series X – Inside Xbox

    Posted: 07 Apr 2020 04:41 PM PDT

    PCIe ATS and permissions

    Posted: 07 Apr 2020 02:16 PM PDT

    A PCIe device behind an IOMMU can generate untranslated DMA requests and they are then translated in the root complex to the physical address. permissions can be checked.

    If the PCI device has its own IOTLB, it can use Address Translation Services (ATS) to let the root complex translate a virtual address to a physical address and then use the translated address in its DMA requests.

    in the TLP header there is a field to distinguish translated and untranslated addresses.

    if the device can specify a physical address, how can the facilities in the PCIe fabric guarantee that it is an address that exists in a page table mapping.

    does allowing ATS defeat access permission enforcement?

    submitted by /u/bunky_bunk
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    SATA performance is gimped on X570 compared to other platforms.

    Posted: 07 Apr 2020 06:47 AM PDT

    https://old.reddit.com/r/Amd/comments/fwh7q0/sata_performance_is_gimped_on_x570_compared_to/

    Seems like a major problem still exists close to a year after launch

    submitted by /u/_TheEndGame
    [link] [comments]

    Real Engineering Behind Ventilators

    Posted: 07 Apr 2020 04:28 AM PDT

    Does anyone know what model this old GPU is?

    Posted: 08 Apr 2020 01:15 AM PDT

    https://imgur.com/NZNIj7K

    Thanks!

    EDIT: SOLVED. It's a gigabyte 610SL

    submitted by /u/Maezel
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    How were hardware prices affected by 2008 crisis?

    Posted: 07 Apr 2020 07:48 AM PDT

    I wasn't interested in building PC's at that time so I have no idea.

    submitted by /u/Solistrum
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    Does anyone else look on in horror at grossly inaccurate PC models inside video games? Is it an industry joke that I'm not getting?

    Posted: 07 Apr 2020 07:34 PM PDT

    Although they probably do exist, I haven't come across one game which shows a remotely correct motherboard layout with the slots, memory, cpu, cards etc in the right place.

    e.g: Max Payne 3: https://youtu.be/xYRPIf2F3MM?t=1183

    Memory slots horizontally at the top, expansion slots vertically on the top left, CPU in the centre with no cooling, no chipset, expansion cards sticking into bare PCB...

    One would think that software developers, as technical people, would know how a PC motherboard and case is laid out.

    Maybe it's some kind of an industry inside joke?

    submitted by /u/ashaza
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