Partially Resident Textures: Not Your Father’s Megatexture

John Carmack’s id Software may not be the engine licensing powerhouse it was back in the Quake 3 days, but that hasn’t changed the revolutionary nature of his engine designs. The reason we bring this up is because there’s a great deal of GPU technology that can be directly mapped to concepts Carmack first implemented. For id Tech 4 Carmack implemented shadow volume technology, which was then first implemented in hardware by NVIDIA as their UltraShadow technology, and has since then been implemented in a number of GPUs. For id Tech 5 the trend has continued, now with AMD doing a hardware implementation of a Carmack inspired technology.

Among the features added to Graphics Core Next that were explicitly for gaming, the final feature was Partially Resident Textures, which many of you are probably more familiar with in concept as Carmack’s MegaTexture technology. The concept behind PRT/Megatexture is that rather than being treated as singular entities, due to their size textures should be broken down into smaller tiles, and then the tiles can be used as necessary. If a complete texture isn’t needed, then rather than loading the entire texture only the relevant tiles can be loaded while the irrelevant tiles can be skipped or loaded at a low quality. Ultimately this technology is designed to improve texture streaming by streaming tiles instead of whole textures, reducing the amount of unnecessary texture data that is streamed.

Currently MegaTexture does this entirely in software using existing OpenGL 3.2 APIs, but AMD believes that more next-generation game engines will use this type of texturing technology. Which makes it something worth targeting, as if they can implement it faster in hardware and get developers to use it, then it will improve game performance on their cards. Again this is similar to volume shadows, where hardware implementations sped up the process.

In order to implement this in hardware AMD has to handle two things: texture conversion, and cache management. With texture conversion, textures need to be read and broken up into tiles; AMD is going with a texture format agnostic method here that can simply chunk textures as they stand, keeping the resulting tiles in the same format. For AMD’s technology each tile will be 64KB, which for an uncompressed 32bit texture would be enough room for a 128 x 128 chunk.

The second aspect of PRT is managing the tiles. In essence PRT reduces local video memory to a very large cache, where tiles are mapped/pinned as necessary and then evicted as per the cache rules, and elsewhere the hardware handles page/tile translation should a tile not already be in the cache. Large tomes have been written on caching methods, and this aspect is of particular interest to AMD because what they learn about caching here they can apply to graphical workloads (i.e. professional) and not just gaming.

To that end AMD put together a technology demo for PRT based on Per-Face Texture Mapping (PTEX), a Disney-developed texture mapping technique that maps textures to polygons in a 1:1 ratio. Disney uses this technique for production rendering, as by constraining textures to a single polygon they don’t have to deal with any complexities that arise as a result of mapping a texture over multiple polygons. In the case of AMD’s demo it not only benefits for the reasons that Disney uses it, but also because when combined with tessellation it trivializes vector displacement, making art generation for tessellated games much easier to create. Finally, PRT fits into all of this by improving the efficiency of accessing and storing the Ptex texture chunks.

Wrapping things up, for the time being while Southern Islands will bring hardware support for PRT software support will remain limited. As D3D is not normally extensible it’s really only possible to easily access the feature from other APIs (e.g. OpenGL), which when it comes to games is going to greatly limit the adoption of the technology. AMD of course is working on the issue, but there are few ways around D3D’s tight restrictions on non-standard features.

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  • SlyNine - Friday, December 23, 2011 - link

    Are you nuts, the 5870 was nearly 2x as fast in DX 10/9 stuff, not to mention DX11 was way ahead of DX10. Sure the 6970 isn't a great upgrade from a 5870, but neither is the 7970.

    Questionable Premise
  • CeriseCogburn - Thursday, March 8, 2012 - link

    That happened at the end of 2006 with the G80 Roald. That means AMD and their ATI Radeon aquisition crew are five years plus late to the party.
    FIVE YEARS LATE.
    It's nice to know that what Nvidia did years ago and recently as well is now supported by more people as amd copycats the true leader.
    Good deal.
  • Hauk - Thursday, December 22, 2011 - link

    A stunningly comprehensive analysis of this new architecture. This is what sets Anandtech apart from its competition. Kudos Ryan, this is one of your best..
  • eastyy - Thursday, December 22, 2011 - link

    its funny though when it comes to new hardware you read these complicated technical jargon and lots of detailed specs about how cards do things different how much more technically complicated and in the end for me all it means is...+15fps and thats about it

    as soon as a card comes out for say 150 and the games i play become slow and jerky on my 460 then i will upgrade
  • Mockingbird - Thursday, December 22, 2011 - link

    I'd like to see some benchmarks on FX-8150 based system (990fx)
  • piroroadkill - Friday, December 23, 2011 - link

    Haha, the irony is that AMD is putting out graphics cards that would be bottlenecked HARDCORE by ANY of their CPUs, overclocked as much as you like.

    It's kind of tragic...
  • Pantsu - Friday, December 23, 2011 - link

    The performance increase was as expected, at least for me, certainly not for all those who thought this would double performance. Considering AMD had a 389mm^2 chip with Cayman, they weren't going to double the transistor count again. That would've meant the next gen after this would be Nvidia class huge ass chip. So 64% more transistors on a 365mm^2 chip. Looks like transistor density increase took a bit of a hit on 28nm, perhaps because of 384-bit bus? Still I think AMD is doing better than Nvidia when it comes to density.

    As far as the chip size is concerned, the performance is OK, but I really question whether 32 ROPs is enough on this design. Fermi has 48 ROPs and about a billion transistors less. I think AMD is losing AA performance due to such a skimpy ROP count.

    Overall the card is good regardless, but the pricing is indeed steep. I'm sure people will buy it nonetheless, but as a 365mm^2 chip with 3GB GDDR5 I feel like it should be 100$ cheaper than what it is now. I blame lack of competition. It's Nvidia's time to drop the prices. GTX 580 is simply not worth that much compared to what 6950/560Ti are going for these days. And in turn that should drop 7970/50 price.
  • nadavvadan - Friday, December 23, 2011 - link

    Am I really tired, or is:
    " 3.79TFLOPs, while its FP64 performance is ¼ that at 947MFLOPs"
    supposed to be:
    " 3.79TFLOPs, while its FP64 performance is ¼ that at 947-G-FLOPs"?

    Enjoyed the review as always.
  • Death666Angel - Friday, December 23, 2011 - link

    Now that you have changed the benchmark, would it be possible to publish a .pdf with the relevant settings of each game? I would be very interested to replicate some of the tests with my home system to better compare some results. If it is not too much work that is (and others are interested in this as well). :D
  • marc1000 - Friday, December 23, 2011 - link

    What about juniper? Could it make it's way to the 7000 series as a 7670 card? Of course, upgraded to GCN, but with same specs as current cards. I guess that at 28nm it would be possible to abandon the pci-e power requirement, making it the go-to card for oem's and low power/noise systems.

    I would not buy it because I own one now, but I'm looking forward to 7770 or 7870 and their nvidia equivalent. It looks like next year will be a great time to upgrade for who is in the middle cards market.

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