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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualderKai

Posted 02 December 2012 - 05:33 AM

Thanks for your replies!
first of all i'll try to explain what i'm doing ;)
in general.. . it's an augmented reality application.. so there are some steps to perform..
  • rendering background layer (at the moment the model of a room from the inside.. to simulate the camera).. the camera does not move and so the afford should be constant
  • generate shadow maps of the room above and the model below (see next step)
  • render virtual objects..they are changing for performance measures.. (i restart the application to change the model) ... these models also don't move
  • render virtual shadows.. therefor the room geometry and the shadow maps are used.. should be fixed time
  • blend results of 1. 3. and 4. together
these steps are always the same.. (so i always have the same calls from cpu side)

i don't use branches.. all if's are replaced by step() and lerp().. (forcing the gpu to always calculate both paths?)
the number of texture fetches per pixel is constant

to measure timings i use queries:
http://mynameismjp.wordpress.com/2011/10/13/profiling-in-dx11-with-queries/
so here can be a problem because this timer is not really high precision
but the fast GPU works as expected... the slow doesn't :(

so.. now to measured values:
i compare timings of the 5 steps from runs with three different models: (primitive counts: 5000, 30000 and 50000)

on the geforce the three timings of 1 4 and 5 are equal and the timings of 2 and 3 are growing with primitive counts.
over time the measurements changing very little.. e.g. 1/100ms

on the amd-chip 2 and 3 are growing with primitive count, too. but steps 1 4 and 5 are changed by -+ 1ms

e.g.:
Rendering Backgorund:  
model-a model-b  model-c
0.23ms 0.23ms 0.23ms    -   Geforce
1,82ms 1,77ms 1,74ms    -   AMD

Composition:  
model-a model-b  model-c
0.17ms 0.17ms 0.17ms    -   Geforce
8,17ms 7,04ms 6,72ms    -   AMD

i think hodgeman's explaination points in the right direction..
the AMD-Chip is a mobile chip without vram .. so texture fetches are very expensive (for cache misses)..
is it possible that the driver uses different schemes to predict what texture data blocks are needed.. so that this leads in different hit-miss-ratio ?

#3derKai

Posted 02 December 2012 - 04:30 AM

Thanks for your replies!
first of all i'll try to explain what i'm doing ;)
in general.. . it's an augmented reality application.. so there are some steps to perform..
  • rendering background layer (at the moment the model of a room from the inside.. to simulate the camera).. the camera does not move and so the afford should be constant
  • generate shadow maps of the room above and the model below (see next step)
  • render virtual objects..they are changing for performance measures.. (i restart the application to change the model) ... these models also don't move
  • render virtual shadows.. therefor the room geometry and the shadow maps are used.. should be fixed time
  • blend results of 1. 3. and 4. together
these steps are always the same.. (so i always have the same calls from cpu side)

i don't use branches.. all if's are replaced by step() and lerp().. (forcing the gpu to always calculate both paths?)
the number of texture fetches per pixel is constant

to measure timings i use queries:
http://mynameismjp.wordpress.com/2011/10/13/profiling-in-dx11-with-queries/
so here can be a problem because this timer is not really high precision
but the fast GPU works as expected... the slow doesn't :(

so.. now to measured values:
i compare timings of the 5 steps from runs with three different models: (primitive counts: 5000, 30000 and 50000)

on the geforce the three timings of 1 4 and 5 are equal and the timings of 2 and 3 are growing with primitive counts.
over time the measurements changing very little.. e.g. 1/100ms

on the amd-chip 2 and 3 are growing with primitive count, too. but steps 1 4 and 5 are changed by -+ 1ms


e.g.: Rendering Backgorund:  
model-a model-b  model-c
0.23ms 0.23ms 0.23ms    -   Geforce
1,82ms 1,77ms 1,74ms    -   AMD

i think hodgeman's explaination points in the right direction..
the AMD-Chip is a mobile chip without vram .. so texture fetches are very expensive (for cache misses)..
is it possible that the driver uses different schemes to predict what texture data blocks are needed.. so that this leads in different hit-miss-ratio ?

#2derKai

Posted 02 December 2012 - 04:30 AM

Thanks for your replies!
first of all i'll try to explain what i'm doing ;)
in general.. . it's an augmented reality application.. so there are some steps to perform..
  • rendering background layer (at the moment the model of a room from the inside.. to simulate the camera).. the camera does not move and so the afford should be constant
  • generate shadow maps of the room above and the model below (see next step)
  • render virtual objects..they are changing for performance measures.. (i restart the application to change the model) ... these models also don't move
  • render virtual shadows.. therefor the room geometry and the shadow maps are used.. should be fixed time
  • blend results of 1. 3. and 4. together
these steps are always the same.. (so i always have the same calls from cpu side)

i don't use branches.. all if's are replaced by step() and lerp().. (forcing the gpu to always calculate both paths?)
the number of texture fetches per pixel is constant

to measure timings i use queries:
http://mynameismjp.wordpress.com/2011/10/13/profiling-in-dx11-with-queries/
so here can be a problem because this timer is not really high precision
but the fast GPU works as expected... the slow doesn't :(

so.. now to measured values:
i compare timings of the 5 steps from runs with three different models: (primitive counts: 5000, 30000 and 50000)

on the geforce the three timings of 1 4 and 5 are equal and the timings of 2 and 3 are growing with primitive counts.
over time the measurements changing very little.. e.g. 1/100ms

on the amd-chip 2 and 3 are growing with primitive count, too. but steps 1 4 and 5 are changed by -+ 1ms


e.g.: Rendering Backgorund:  
model-a model-b  model-c
0.23ms 0.23ms 0.23ms    -   Geforce
1,82ms 1,77ms 1,74ms    -   AMD

i think hodgeman's explaination points in the right direction..
the AMD-Chip is a mobile chip without vram .. so texture fetches are very expensive (for cache misses)..
is it possible that the driver uses different schemes to predict what texture data blocks are needed.. so that this leads in different hit-miss-ratio ?

#1derKai

Posted 02 December 2012 - 04:27 AM

Thanks for your replies!
first of all i'll try to explain what i'm doing ;)
in general.. . it's an augmented reality application.. so there are some steps to perform..
  • rendering background layer (at the moment the model of a room from the inside.. to simulate the camera).. the camera does not move and so the afford should be constant
  • generate shadow maps of the room above and the model below (see next step)
  • render virtual objects..they are changing for performance measures.. (i restart the application to change the model) ... these models also don't move
  • render virtual shadows.. therefor the room geometry and the shadow maps are used.. should be fixed time
  • blend results of 1. 3. and 4. together
these steps are always the same.. (so i always have the same calls from cpu side)

i don't use branches.. all if's are replaced by step() and lerp()..
the number of texture fetches per pixel is constant

to measure timings i use queries:
http://mynameismjp.wordpress.com/2011/10/13/profiling-in-dx11-with-queries/
so here can be a problem because this timer is not really high precision
but the fast GPU works as expected... the slow doesn't :(

so.. now to measured values:
i compare timings of the 5 steps from runs with three different models: (primitive counts: 5000, 30000 and 50000)

on the geforce the three timings of 1 4 and 5 are equal and the timings of 2 and 3 are growing with primitive counts.
over time the measurements changing very little.. e.g. 1/100ms

on the amd-chip 2 and 3 are growing with primitive count, too. but steps 1 4 and 5 are changed by -+ 1ms

model a model b modelc
e.g.: Rendering Backgorund:  Geforce: 0.23ms 0.23ms 0.23ms
    AMD   1,82ms 1,77ms 1,74ms

i think hodgeman's explaination points in the right direction..
the AMD-Chip is a mobile chip without vram .. so texture fetches are very expensive (for cache misses)..
is it possible that the driver uses different schemes to predict what texture data blocks are needed.. so that this leads in different hit-miss-ratio ?

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