そもそもユーザーからしてみてもすでに超グラフィックスなんか何の訴求力にもならんのだし PS5などの性能、新しい機能は開発の手間を少なくする方へ振る方向へいくだろうさ 0154名無しさん必死だな2020/07/16(木) 00:13:45.37ID:pi9DANy20 勝手にクロック変動するハードが開発しやすい? メッシュシェーダーもVRSもレイトレも無いトレンドはずしたクソハードが? 0155名無しさん必死だな2020/07/16(木) 00:15:03.74ID:nfMnAyva0>>108 >>152の資料ではこうとも Given the possibility of wasteful redundancy, it is critical that the operation to update the feedback map does as much coalescing of redundant values as possible before going through with the feedback map write. With this in mind, reducing the sheer quantity of feedback map operations by stochastic methods (e.g., random discard) may be worth pursuing by applications in their shader code.
Remark
Experimental results have shown that discarding over 99% of feedback map updates can still provide enough reliable data to the app. A discard heuristic approach is not proposed as a runtime/compiler feature in this document but would be a possible implementation idea for the app developer. 0156名無しさん必死だな2020/07/16(木) 00:16:57.16ID:st6vMEGv0 いやUEのデモは開発が楽になって高画質っていうそういう話だけど 簡単に言えば今まで近距離用の高グラと中距離用の中グラ、遠距離用の低グラの三つを用意してたのを 高グラだけ準備したらそれでいいよっていう話 別に言うほど作り方が変わるっていう話じゃないんだよなあ PS5用はじゃあUE方式で作るよっていうとこでてもおかしくない 未だってボタン一つでマルチソフト作ってるわけじゃないからね 0157名無しさん必死だな2020/07/16(木) 00:19:26.69ID:AUBwNC260 高グラ作るのが一番の手間だと思うんだが 自社エンジンあるのにわざわざPS5用にUE5で作って使用料払うとか上が許さないだろ 0158名無しさん必死だな2020/07/16(木) 00:20:02.86ID:YMa7mG8T0 今回は見た目もそうだがゲームの容量も激的に変化するだろうし 他社で当たり前のものが自分のとこではできませんなんてことを ユーザーからしっかりみえる世の中だから嘘はすぐ露呈するしろくなことにならん 0159名無しさん必死だな2020/07/16(木) 00:21:28.09ID:nfMnAyva0>>108 ってことでちゃんと資料は読もうぜ! >>152 >>155
Where exactly in the resource did it sample? More specifically, what you really need to know is— which tiles? Could be in the top left corner, or right in the middle of the texture. Your streaming system would really benefit from this so that you’d know which mips to load up next. Yeah while you could always use HLSL CheckAccessFullyMapped to determine yes/no did-a-sample-try-to-get-at-something-nonresident, it’s definitely not the right tool for the job.
Direct3D Sampler Feedback answers these powerful questions.
At times, the accuracy of sampling information is everything. In the screencap shown below, this demo-scene compares a “bad” feedback approximation to an accurate one. The bad feedback approximation loads higher-detailed mips than necessary:
Bad feedback approximation showing ten times the memory usage as good feedback approximation The difference in committed memory is very high— 524,288 versus 51,584 kilobytes! About a tenth the space for this tiled resource-based, full-mip-chain-based texturing system. Although this demo comparison is a bit silly, it confirms something you probably suspected: good judgments about what to load next can mean dramatic memory savings. And even if you’re using a partial-mip-chain-based system, accurate sampler feedback can still allow you to make better judgments about what to load and when.