They also discuss whether ATI would have an answer to NVIDIA’s quad GPU system that was displayed at CES and we know since earlier that CrossFire was designed to be able to run with up to 256 chips, but we haven’t seen any quad-CrossFire or even dual core cards yet and it seems it is simply because of heat and costs issues. Last but not least we get Eric’ view on HDR and unfortunately it seems that there will be a while before HDR is ready to become a given part of the games as there is still a lot of work to do, but we can at least hope for a quick development. “There are many, many HDR formats. These include 10b, FP16, RGBe, etc… Probably over 2 dozen formats. All of these formats have advantages and disadvantages. FP16 (common 64b format) is great for dynamic range, but loses out as it doesn’t have much more precision and usually comes at a hefty performance loss. 10b gives the equivalent precision, but at 2x the speed. ISVs will have to pick and choose the right format for the job.”Eric Dremer, 3D Architect and Hardware Design Manager, is one of the most important persons at ATI. Over at Prohardver.hu they’ve had a chat with Eric where they among others finally find out why ATI’s circuits are named the way they are. The answer was a bit susprising actually. Above that they also discuss ATI’s new Ring Bus memory controller which offers ATI tremendous flexibility when it comes to specific optimizations, e.g. for specific games, which we have actually already seen once with an OpenGl update back in October. He also mentions why ATI has left the idea of trying to use as many pipelines as possible and instead go for a scaleable design.
Subscribe
Please login to comment
0 Comments
äldsta