Ben écoute pr les temps, la carte se met en protection à partir de 105°, j'ai fait l'experience avc le bench furmark.
Mais mm oc, tu ne dépasseras pas 85° en jouant, sauf crysis qui te fera monter à 90° environ.
D'ailleurs si tu veux savoir si ton réglage est stable, tu fais 1/2H de crysis. Si ça plante pas tu es rockstable.
Je lis la news là ...
PCPER: How dramatic would a hardware change have to be to take advantage of the structures you are discussing here?
CARMACK: It’s interesting in that the algorithms would be something that, it’s almost unfortunate in the aspect that these algorithms would take great advantage of simpler bit-level operations in many cases and they would wind up being implemented on this 32-bit floating point operation-based hardware. Hardware designed specifically for sparse voxel ray casting would be much smaller and simpler and faster than a general purpose solution but nobody in their right mind would want to make a bet like that and want to build specific hardware for technology that no one has developed content for. The idea would be that you have to have a general purpose solution that can approach all sorts of things and is at least capable of doing the algorithms necessary for this type of ray tracing operation at a decent speed. I think it’s pretty clear that that’s going to be there in the next generation. In fact, years and years ago I did an implementation of this with complete software based stuff and it was interesting; it was not competitive with what you could do with hardware, but it’s likely that I’ll be able to put something together this year probably using CUDA. If I can make something that renders a small window at a modest frame rate and we can run around some geometrically intricate sparse voxel octree world and make a 320x240 window at 10 fps and realize that on next-generation hardware that’s optimized more for doing this we can go ahead and get 1080p 60 Hz on there.
En gros, pr le ray tracing, il lui faudrait un matos avc bcp plus de petites unités de calculs qui serait plus rapide qu'une architecture GP(GPU) mais personne ne voudra developper un truc pareil sans avoir aucun contenu pr pouvoir l'exploiter. L'idéal serait d'avoir une solution "general purpose" qui pourrait calculer toutes sortes de choses et calculer les algos de ray tracing à une vitesse élevée qui s'annonce être la future norme 3D grand public.
Il avait déjà fait quelques maquettes maison il y a plusieurs années mais rien qui ne puisse tourner sur du matériel grand public mais avec CUDA il sera possible d'implémenter tout ça.
S'il arrive à faire des tests concluants en utilisant cette api, le 1080P 60fps sera envisageable avec cette technologie.
Pr le paragraphe précédent, en parlant d'Intel et son Larabee, il leur reproche de développer une solution basée sur des technologies vieilles de deux générations au lieu d'aller de l'avant et d'avoir une vision plus avant-gardiste en essayant de concevoir une solution qui sera en adéquation avec ce qui se fera demain.
PCPER: Is AMD’s tessellation engine that they put in the R600 chips anywhere close to what you are looking for?
CARMACK: No, tessellation has been one of those things up there with procedural content generation where it’s been five generations that we’ve been having people tell us it’s going to be the next big thing and it never does turn out to be the case. I can go into long expositions about why that type of data amplification is not nearly as good as general data compression that gives you the data that you really want. But I don’t think that’s the world beater; I mean certainly you can do interesting things with displacement maps on top of conventional geometry with the tessellation engine, but you have lots of seaming problems and the editing architecture for it isn’t nearly as obvious. What we want is something that you can carve up the world as continuously as you want without any respect to underlying geometry.
Pr faire simple, cela fait plusieurs années qu'on en entend parler mais l'utilisation de cette technologie ne percera pas dû au fait de limitations trop importantes.
Message édité par canerw le 25-07-2008 à 01:29:48
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