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aqnuep

  1. @Icare3D This is the classic "brainiac vs speed-demon" thing. Better (and cheaper) to make smarter compiler than smarter hardware, I think.
  2. @Icare3D Also, I like the idea of letting the compiler to deal with instruction latencies instead of dedicated hardware.
  3. @Icare3D GK110 looks good. Dynamic parallelism sounds the most interesting to me, but the shuffle instr is also a clever & useful thing :)
  4. @_Humus_ The question is not why 300 draw calls are slow in D3D11 but rather: why do you need so many?
  5. @g_truc Because of texture proxies, which I don't understand why we keep hanging around here...
  6. @g_truc To be honest, I don't understand the cube map texture size limitation either. It should be 16K like any texture.
  7. @g_truc Hmm, then it seems my assumption has been falsified :)
  8. @g_truc Sorry, I meant highest common denominator. The point is Apple probably wants to support the same hw caps no matter what Mac you have
  9. @g_truc Lowest common denominator, as NVIDIA hardware only supports 512 layers ;)
  10. @g_truc Impressive! This means that no developer can have any more excuse not to adopt GL3/GL4 because of limited support across vendors :)
  11. @g_truc I wouldn't say Oo. It's good news! Though, I would be interested that how many of the ogl-samples-pack tests pass with it :)
  12. @EricLengyel Well, that makes it a bit more complicated. DX9 hardware are not supported for a long time so no help there...
  13. @EricLengyel I wouldn't say it's never desired. But you can easily achieve what you want in the following way: bit.ly/Iqgtb0
  14. @Icare3D @g_truc I didn't say that SI couldn't support bindless textures either :) I just thought, I try to avoid any misunderstanding...
  15. @Icare3D @g_truc It is about virtual textures through partially resident image data. There are some publicly available slides about it.
  16. @Icare3D @g_truc Christophe was refering to the upcoming sparse texture extension. That is not exactly the same as bindless texture.