Shader Model 4.0 Enhancements

Aside from defining the capabilities and instructions that the different shaders must support, Microsoft also specifies attributes like precision, number of instructions that can make up a shader program, and the number of registers available to the programmer. Here's a table comparing DX9 and DX10 shader models.

Along with these changes, Microsoft has made some lower level adjustments. Until now, shaders have been exclusively floating point. This means that operations like memory addressing and array indexing (which use integer values) must be done carefully if interpolation is to be avoided. With DX10, integer and bitwise operations have been added to the mix. This means programmers can make use of traditional data structures and memory operations. Increasing the flexibility of the hardware and enabling programmers to employ methods commonly used on more general purpose hardware will certainly be helpful in creating a better platform for developers to create the effects they desire.

Floating point operations have also been enhanced, as Microsoft has placed tighter requirements on how to handle the numbers. IEEE 754 is a specification that defines all aspects of floating point interaction. Sticking to such a standard allows programmers to guarantee that operations will be consistent between different types of hardware. Because Microsoft hasn't been as strict in the past, we've seen some issues where ATI and NVIDIA don't provide the exact same result due to rounding and accuracy differences. This time around, DX10 has very nearly IEEE 754 requirements. There are certain aspects of IEEE 754 that are not desirable in graphics hardware. These aspects have to do with over and underflow and denorms. The special results that are usually returned in these cases under IEEE specifications aren't as useful as clamping the value of a calculation to either the smallest possible result or largest possible result. With DX10, we do see the addition of NaN and infinity as possible results, and along with a better specification of accuracy and precision, those interested in general purpose computing on graphics processors (GPGPU) should be very happy.

What are Geometry Shaders?

A whole new shader type has been added this time around as well: Geometry shaders. These shaders are similar to vertex shaders in that they operate on geometry before it has been projected on to screen space where pixel processing can take over. Rather than operating on single vertices, however, geometry shaders operate on larger blocks: meshes. These meshes (made up of vertices) can be manipulated in a myriad of ways. Working with an object containing vertices gives programmer the ability to manipulate those vertices in relation to each other more easily. Vertices can even be added or removed from a mesh. The ability to write out data from the geometry shaders (rather than simply sending it on for pixel processing) will also allow software to reprocess vertices that have been added or altered by the geometry shaders. As an extension to geometry instancing, we will have more flexibility in manipulating instanced geometry in order to avoid the cut and paste look. All of these new features mean we should see things like particle systems move completely off of the CPU and on to the GPU, and geometry may begin to play a larger role in graphics in the future.

In the beginning, increasing the number of triangles that could be rendered in a scene was a huge factor in performance. After a certain point, software, CPUs, buses, and overhead in general started to get in the way of how much difference adding more triangles made. Rather than having millions of really tiny triangles moving around, it became much faster to use textures to simulate geometry. Currently, per pixel lighting combined with uncompressed normal maps do a great job of simulating a whole lot of geometry at the expense of a lot of pixel power. With the new 8k*8k texture sizes and other DX10 enhancements, there is a lot of potential for using pixel processing to simulate geometry even better. But the combination of unified shaders and geometry shaders in new hardware should start to give developers a whole lot more flexibility in how they approach the problem of fine detail in geometry.

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  • Nightmare225 - Sunday, November 26, 2006 - link

    Are the FPS posted in this article, Minimum FPS, Average FPS, or Maximum? Thanks!
  • multiblitz - Monday, November 20, 2006 - link

    I enjoyed your reviews always a lot as they inclueded the video-capbilities for a HTPC on previous cards. Unfortunately this was this time not the case. Hopefully there will be a 2. Part covering this as well ? If so, it would be nice to make a compariosn on picture quality as well against the filters of ffdshow, as nvidia is now as well supporting postprocessing filters...
  • DerekWilson - Tuesday, November 21, 2006 - link

    What we know right now is that 8800 gets a 128 out of 130 on HQV tests.

    We haven't quite put together an HTPC look at 8800, but this is a possibility for the future.
  • epsil0n - Sunday, November 19, 2006 - link

    I am not agree with this:

    "It isn't surprising to see that NVIDIA's implementation of a unified shader is based on taking a pixel shader quad pipeline, and breaking up the vector units into 4 scalar units. Now, rather than 4 pixel quads, we see 16 SPs per "quad" or block of stream processors. Each block of 16 SPs shares 4 texture address units, 8 texture filter units, and an L1 cache."

    If i understood well this sentence tells that given 4 pixels the numbers of SPs involved in the computation are 16. Then, this assumes that each component of the pixel shader is computed horizontally over 16 SP (4pixel x 4rgba = 16SP). But, are you sure??

    I didn't found others articles over the web that speculate about this. Reading others articles the main idea that i realized is that a shader is computed by one and only one SP. Each vector instruction (inside the shader) is "mapped" as a sequence of scalar operations (a dot product beetwen two vectors is mapped as 4 MUD/ADD operations). As a consequence, in this scenario 4 pixels are computed only by 4 SPs.
  • DerekWilson - Tuesday, November 21, 2006 - link

    Honestly, NVIDIA wouldn't give us this level of detail. We certainly pressed them about how vertices and pixels map to SPs, but the answer we got was always something about how dynamic the hardware is able to dynamically schedule the SPs optimally according to what needs to be done.

    They can get away with being obscure about how they actually process the data because it could happen either way and provide the same effect to the developer and gamer alike.

    Scheduling the simultaneous processing one vec4 MAD operation on 4 quads (16 pixels) over 4 groups of 4 SPs will take 4 clock cycles (in terms of throughput). Processing the same 16 pixels on 16 SPs will also take 4 clock cycles.

    But there are reasons to believe that things happen the way we described. Loading components of 16 different "threads" (verts, pixels or whatever) would likely be harder on the cache than loading all 4 components of 4 different threads. We could see them schedule multiple ops from 4 threads to fill up each block of shaders -- like computing 4 consecutive scalar operations for 4 threads on 16 SPs.

    At the same time, it might be easier to maximize SP utilization if 16 threads were processed on one block of SPs every clock.

    I think the answer to this question is that NVIDIA knows, they didn't tell us, and all we can do is give it our best guess.
  • xtknight - Thursday, November 16, 2006 - link

    This has been AT's best article in awhile. Tons of great, concise info.

    I have a question about the gamma corrected AA. This would be detrimental if you've already calibrated your display, correct (assuming the game heeds to the calibration)? Do you know what gamma correction factor the cards use for 'gamma corrected AA'?
  • DerekWilson - Monday, November 20, 2006 - link

    I don't know if they dynamically adjust gamma correction based on monitor (that would be nice though) ...

    if they don't they likely adjusted for a gamma of either (or between) 2.2 or 2.5.

    Also, thanks :-) There was a lot more we wanted to pack in, but I'm glad to see that we did a good job with what we were able to include.

    Thanks,
    Derek Wilson
  • bjacobson - Sunday, November 12, 2006 - link

    This comment is unrelated, but could you implement some system where after rating a comment, on reload the page goes back to the comment I was just at? Otherwise I rate something halfway down and then have to spend several seconds finding where I just was. Just a little nuissance.

    Thanks for the great article, fun read.
  • neo229 - Friday, November 10, 2006 - link

    quote:

    Both cards are extremely quiet during operation...


    This is a very suspect quote. A card that requires two PCIe power connectors is going to dissipate a lot of heat. More heat means there must be a faster, louder fan or more substantial and costly heat sink. The extra costs associated with providing a truly quiet card mean that the bulk of manufacturers go with the loud fan option.
  • DerekWilson - Friday, November 10, 2006 - link

    If manufacturers go with the NVIDIA reference design, then we will see a nice large heatsink with a huge quiet fan.

    Really, it does move a lot of air without making a lot of noise ... Are there any devices we can get to measure the airflow of a cooling solution?

    We are also seeing some designs using water cooling and theres even one with a thermo-electric (peltier) cooler on it. Manufacturers are going to great lengths to keep this thing running cool without generating much noise.

    None of the 8 retail cards we are testing right now generate nearly the noise of the X1950 XTX ... We are working on a retail roundup right now, and we'll absolutely have noise numbers for all of these cards at load.

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