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AGP Texture Download Problem Revealed

EconolineCrush writes "The latest high-end graphics cards are capable of rendering games at 1600x1200 in 32-bit color at jaw-dropping frame rates, but that might be all they're good for. For all their gaming prowess, all of these cards have horrific AGP download speeds that realize only 1/100th of their theoretical peak. This article lays it all out, testing video cards from ATI, Matrox, and NVIDIA, and clearly illustrates just how bad the problem is. While these cards have no problems rendering images to your screen, you're out of luck if you want to capture those images with any kind of reasonable frame rate via the AGP bus."

103 of 265 comments (clear)

  1. Um, this is a surprise? by Yarn · · Score: 4, Informative

    I'd certainly expect the AGP bus to be used asymmetrically, how often do you want to do high speed data capture with a card that's primarily output?

    The only situation I can see where you'd want more than PCI bandwidth returning would be for uncompressed HDTV capture, and there are better ways to do that (grab the raw broadcast stream for example)

    --
    -Yarn - Rio Karma: Excellent
    1. Re:Um, this is a surprise? by psavo · · Score: 2, Informative

      nitpicking, AGP is not a bus. It's Accelerated Graphics Port. See article at anand for more info.

      --
      fucktard is a tenderhearted description
    2. Re:Um, this is a surprise? by Mike+Connell · · Score: 5, Interesting

      There are actually some good reasons to be able to do this apart from just taking screenshots. I did (sad but true) these tests over 4 years ago finishing grad school, and the results (read back speed is very bad) were much the same.

      Two reasons for wanting to grab the framebuffer (or parts of it) are for

      a) texture imposters (realtime adaptive billboarding) and
      b) split world/image-space occlusion culling.

      With faster readback, both these techniques would probably be used more in "normal" software (ie games).
      0.02

  2. Re:Hmm. by FyRE666 · · Score: 3, Insightful

    Maybe you should have read the article? The point is that the slow transfer rate from the card TO the PC's RAM means that capturing video (or recording a gaming session for playback later) is severely hampered.

    To be honest though, most people buy a GF4 to play games, not capture video.

  3. Software issue? by larien · · Score: 5, Informative
    From the article, the author reckons this is a software (driver) issue rather than a hardware issue. I also note the test rig ran Windows, but how does linux shape up? Is it better or worse?

    In any event, there's another issue he doesn't really touch upon; while he mentions that a single frame at 1600x1200@32bit colour is 7.5MB, he ignores the fact that a 30fps movie would require (30*7.5)=225MB per second uncompressed; you either have to have that much disk bandwidth or have enough CPU grunt to compress that on the fly. I guess a dedicated MPEG encoder card could help, but your average box is going to have trouble keeping up with on-screen gibs, rocket trails and blood splatters and encoding video.

    1. Re:Software issue? by Fweeky · · Score: 2

      The idea is to use the [GV]PU to render your production quality images, so grabbing the rendered image directly off the card is exactly what you want.

    2. Re:Software issue? by grmoc · · Score: 2

      Speaking as somone in the industry, and being under the cloud of this problem...

      When your pursuit is REAL TIME special effects/video manipulation, this problem has little to do with the disk, raid or no raid.

      We just want to get the video out of the graphics accelerator and into a professional video IO card. Aside from the fact that this gretly stresses the PCI bus, the problem witht he AGP bus is worse..

      The number of motherboards with both 64 bit PCI and AGP can be counted on one hand. While NTSC (uncompressed SDI) is around 270 Mb/s (a number which is certainly way below the peak bandwidth numbers), doing both in and out of the card as well as other IO (ethernet, serial, sound), pretty much ensures you'll have problems with latency.

      Around 60% of our CPU usage is associated with blitting video out of the graphics accelerator.

      It would be really nice if they got AGP to work.

      At this point, we're just hoping that video cards will go over to PCI-X, whose hardware will have to work well for both input and output.

    3. Re:Software issue? by Fweeky · · Score: 2

      Um, no, you've missed the point. This isn't about using a GFX card as a device to capture external data, it's to grab the images it's rendering into system memory so you can use it to, say, render some CG in a movie. You don't want to use a seperate device to grab the images your expensive cinematic quality GFX card produces when you could just dump it directly into the device it's running on.

    4. Re:Software issue? by Fweeky · · Score: 3, Interesting
      OK, scenario: I use my expensive GFX card to play Unreal Tournament. I don't just want to grab screenshots. I want to actually grab sequential frames in REAL-TIME from my game while I'm playing to create movies.

      Actually, my scenario is more like:

      I use my expensive GFX card to render shots for my incredibly innovative but poorly funded sci-fi flick. I want to grab each frame in perfect detail so it can be post-processed. The easiest and cheapest way to do this is to have the renderer save each frame as it's computed. Real-time is not an issue, just like it's not an issue with a raytracer or whatever.

      Using the GFX card to play AND capture at the same time is just not feasible, not to mention unwise (read: stability issues).

      It better become feasable if companies are going to want renderfarms based on the nv30/40/whatever. Having two seperate machines per renderer would be pretty.. dodgy :)
    5. Re:Software issue? by Fweeky · · Score: 2

      Well, sort of. I'm mainly thinking in terms of using the GPU to render the scenes in hardware rather than just using a software renderer. Since this seems to be the direction cards are moving in (that is, hardware rendered scenes competing directly with traditional raytracers due to all the shader stuff and higher bit depths), bottlenecks like this will become more of an issue.

      Although having said that, I doubt even hardware accelerated rasterisers will be pushing 10MB/s of video data out in most cases, so.. :)

    6. Re:Software issue? by Fweeky · · Score: 2

      Well, given that GPU's are highly targeted at consumers, I can really see non-realtime GPU-rendering for the lower end of the market (the basic consumers who make wallpapers and the like), while the higher end market sticks with the far more computationally expensive CPU-bound raytracing, probably mixing in GPU based stuff on less complex scenes (plenty of CG is just fancy texture mapping and a bit of warping/shading, after all).

      Seriously, by the time most people have nv30+-level GPU's, they'll have an enormous amount of rendering power that's quite comparable in most cases with raytracing. If you can render a scene on the GPU in a few seconds and have it look almost identical to a raytraced image that takes an hour, which do you think the average user will choose? :)

      Worth keeping an eye on, anyway.

  4. nobody asked! by tanveer1979 · · Score: 2, Interesting

    "However, no manufacturer has presently made this aspect of driver performance a priority."
    Why should they, was anybody complaining till now. The well wont come to horse, the horse has to go to the well to drink water.
    So unless a large number of people want it nobody wants to mess around with a perfectly working driver.
    And it is not a piece of cake. Recording its own rendrings the software way would be a bitch, the best way would be to provide an access point on the bus itself, though it would play havoc with the board timings and noise issues.
    In the end it will call come down to .. Will it justify the cost

    --
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  5. Imagine That by mosch · · Score: 5, Insightful
    Wow, what a surprise. Video cards being built on ultra-thin margins are only being designed for the use that 99.99% of the population wants to use them for. You'd think with their huge 4% and 5% profits they'd add in lots of features that only a very few people want, just in case!

    In summary, who the fuck cares?

    1. Re:Imagine That by epine · · Score: 4, Insightful


      This is exactly the attitude that creates endless headaches mapping good concepts onto workable implementations, and results in systems becoming so convoluted by the time they work properly they are nearly impossible to maintain.

      The principle of least surprise dictates that random orders of magnitude should not be sacrificed in your fundamental primitives.

      It seems to me that if I spend $300 on my CPU and $600 on my GPU that I might want to be able fetch back what the GPU creates. What kind of idiot puts their most powerful processor at the end of a one way street?

      There are endless reasons that could come up why this feature might need to be exploited. Just because you can't come up with them doesn't mean they don't exist. You are talking about 99.9 percent of your own creativity, which I assure you is a far sight less that the sum total of the creativity out there looking for cool new things to do.

      It does make sense to consider cost/benefit here. The first observation here is that we are talking about a baseline primitive (texture returned to system memory), and that we are looking to recover a rough factor of ten, not a rough factor of 10 percent.

      In the video card industry, things are designed to hit the 90 percent point. These days the GPU industry rivals the CPU industry in dollar value. I simply can't believe the graphics card companies can't afford to have someone sit down and crank this up to 50% bus utilization. I suspect they could do this without even scratching their head.

      I've had to use many primitives over the years designed by this guy or his second cousin. If he only knew how much of the pain he experiences as a computer user is the result of good people bending over backwards to deal with unsuspected, arbitrary constraints when they could have been polishing the product interface instead. But some people have no imagination for these things.

    2. Re:Imagine That by Wakko+Warner · · Score: 2

      When is the last time you absolutely needed to capture 1600x1200 video? I'm sure the manufacturer made sure the drivers allowed for TV capture, otherwise there would be a lot of unsatisfied customers.

      - A.P.

      --
      "Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
  6. Re:Hmm. by Viking+Coder · · Score: 2

    I work with data much, much larger than 128 MB. If the board had 2 GB of memory, I'd use it.

    Not everyone is using their video card to play Quake. =) (Although, I do that, too.)

    --
    Education is the silver bullet.
  7. It's not the cards by tmark · · Score: 5, Insightful

    all of these cards have horrific AGP download speeds that realize only 1/100th of their theoretical peak...you're out of luck if you want to capture those images with any kind of reasonable frame rate via the AGP bus."

    As the quoted article clearly indicates, the problem lies with the drivers and not with the cards, the latter which the original poster intimates.

    And the underlying reason is immediately understandable: after years of AGP cards and years of noone really complaining raising this issue - (except, now, developers of video-editing software who could benefit) - it seems clear that there isn't much demand for this kind of performance. In the (near ?) future there might be, but why should these companies spend money working on driver performance in areas like this when really customers only care about how well Quake will run ?

    When people are willing to pay for these features is when companies will pay to build the requisite drivers. And that is how it should be.

    1. Re:It's not the cards by mattdm · · Score: 2

      When people are willing to pay for these features is when companies will pay to build the requisite drivers. And that is how it should be.

      Alternately, they could publish full specs for their cards and provide the drivers as open source, and the few people who need the different features now could write them or have them written. This code could be contributed back to the card manufacturers and integrated in future driver releases, resulting in the feature being available for everyone. For example, ATI apparently didn't see enough market demand to provide 3d-accelerated Linux drivers for the Radeon 8500, but The Weather Channel did, and now we'll all benefit.

      Obviously this is a bit idealistic, but hey, we're talking about how it should be here. As I started writing this, no one has made a good answer on the "what about under Linux" question, but honestly (and despite the way that that seems like a reflexive slashdot response), that's the real solution to this "problem".

    2. Re:It's not the cards by zenyu · · Score: 4, Interesting

      I had to switch an application from a screaming PC to a chunky old SGI we now use for a stool because of this problem. We eventually found an expensive graphics card that could keep up. I think it was called Wildcat something or other. We were getting free Quatro 3's at the time which we really wanted to use, but they just had horrible memory read rates. The nVidia guy told us it was an unoptimized path, using software with no hardware support or something. Like maybe they were reading a pixel at a time or something.

  8. But why? by AAAWalrus · · Score: 3, Interesting

    The article presents that once the images are rendered out to the display, they are simply discarded. Sure, for any sort of video capture or whatnot, that sucks. However, the article does not attempt to answer why video card manufacturers do this, or if there are any cards that do take advantage of the AGPx4 bandwidth. My guess is cost. If all AGP video cards provided video feedback into the bus, you're probably looking at a non-consumer level product. And you know what? All I do IS use my GeForce to play video games. If dumping the frames after they are rendered keep the cost of my card down, I'm probably happier for it. Quite simply: Does this matter for the average consumer?

    1. Re:But why? by Elwood+P+Dowd · · Score: 2

      Yeah, but the high end cards are messed too. See the post about the Quattro3s.

      --

      There are no trails. There are no trees out here.
  9. Huh... by Viking+Coder · · Score: 4, Interesting

    If I'm reading this article right, they're claiming that it also hinders normal screen captures.

    That would mean that software like VNC would have much higher performance, if the drivers were updated, the way these guys are demanding. (Wouldn't it?)

    That'd be fantastic!

    --
    Education is the silver bullet.
    1. Re:Huh... by Perdo · · Score: 2

      Um.. No.

      The slowest card reads back at 8.376 MB/s OR 67.008 Mb/s OR about 2/3 the bandwidth available on a 10/100 network.

      Network performance is the primary limitation to streaming frames.

      The best cards would stream at 13.283 MB/s OR 106.264 Mb/s exeeding the speed of 10/100 and only able to push 8 streams on perfect Gigabit ethernet. Unfortunately, Gigabit ethernet is not nearly as fast as advertised, ranging from as low as 280 Mb/s for generics, to as high as 860 Mb/s for 3Com's best.

      --

      If voting were effective, it would be illegal by now.

    2. Re:Huh... by Viking+Coder · · Score: 2

      Why not? You have to do a full-screen capture. Then, you can do a diff against the last full-screen capture, and send the delta. The delta is going to be tiny the vast majority, most of the time.

      But, if the damned card is reading back at 8 frames per second, you've got 0.125 seconds latency. Period. No escaping that.

      *shrug*

      --
      Education is the silver bullet.
  10. Re:128 bit colour? by psavo · · Score: 2

    Huh? Why on earth would they want 128-bit colour. AFAIK the human eye can't tell the difference beyond 24-bit,

    Yes, human eye can't go beyond that, but any decent processor can. And image should be processed after being grabbed from screen, for example divx:ed, or something.
    if you don't know why scanners grab images at more than 8it/channel then..

    --
    fucktard is a tenderhearted description
  11. Re:128 bit colour? by cperciva · · Score: 2

    Using floating-point luminosity values eliminates a variety of clipping artifacts which otherwise appear close to light sources.

  12. Re:Hmm. by MagPulse · · Score: 4, Informative

    This would affect everyone in a different way though. TV stations and production sets, even public access TV, along with low budget movies, would be able to use their PCs with a Radeon 9700 or NV30 card to produce their content. They could not only reproduce many of the effects from movies like Toy Story (notably excluding ray tracing), but do it in real-time for instant feedback, meaning much much faster production cycles. This has the potential to make a big impact.

  13. Re:Hmm. by Ost99 · · Score: 2

    Not that this has anything to do with the article in question, but fast ram on the video card is essential if you're going to play games in hi-res.
    The AGP bus can't supply data / textures fast enough to a modern GPU/VPU. Both the bus and the main memory is way to slow. Some business pcs uses shared video and main memory. It works ok for most 2D apps, and will even allow you to play DVDs or streamed video. For games; forget it.

    - Ost

    --
    ---- Sig. gone.
  14. Re:128 bit colour? by Tom7 · · Score: 2

    I had the same reaction, so I checked it out. Apparently 128-bit internal processing is useful when doing many stages of texturing and effects, because while 8 bits per color is typically fine for humans, some of that resolution is invariably lost during processing.

    However, there's NO REASON I can tell why you'd actually want to grab 128-bit color rendered frames! They could be dithered to 24 or 32 bit without losing anything visible.

  15. Might this be intentional? by seldolivaw · · Score: 4, Insightful

    I know nothing about anything, obviously, but I can see that game designers might think it nice to be able to send stuff to your screen but for you to be unable to send it to storage somewhere.

    This *is meant to be* a dumb question. Mod me down if I'm wrong; it's only Karma.

  16. Re:128 bit colour? by Viking+Coder · · Score: 5, Interesting

    If you're doing multi-pass rendering, it might be extremely convenient to capture the results back to main memory. Especially if the board doesn't have enough texture memory to support all of your temporary buffers.

    And boards are starting to ship with 128-bit IEEE floating point buffers.

    Essentially, you're right - a human can't tell the difference beyond 24-bit on a given image. But if 100 images were composited together (very likely, to support something like RenderMan-style rendering in hardware), 24 bits is nowhere near enough - you'd get all sorts of accumulation error.

    --
    Education is the silver bullet.
  17. Professional GFX processing by i_am_nitrogen · · Score: 3, Informative

    Way back when I was working on libfbx, we (the two main libfbx developers) learned of a 48-bit framebuffer developed by SGI. It's used mainly to render special FX for Hollywood. After several composited layers with various effects on an 8-bit per channel system, you can really start to notice the quantization artifacts. Moving to 12- or 16-bits per color channel (depending on whether there's an alpha channel) makes a huge improvement. I've never heard of any 16 byte per pixel (128bit) image format. It'd probably be something like 16-bits per channel RGBA (64), plus 32-bit depth buffer (96), plus 16-bit stencil and select(pick) buffers (128).

  18. Re:Hmm. by 13Echo · · Score: 3, Insightful

    I wouldn't use one of these cards to capture video though. I can't see why most people would, actually. The Matrox cards might be an exception. Quadro is a CAD/CAM card. These are just consumer grade cards. They buffer and write video directly to the hard disk. Real video editing hardware works differently, but even they often have several gigs of onboard RAM.

    So really, I guess that I meant to say that I fail to see the relevance of the article. It is kinda of silly, actually, to even want to record real-time game footage with this hardware. Just pipe the video output to a real capture card on another machine. Problem solved.

  19. Re:VNC faster, not really. by Viking+Coder · · Score: 2

    If I'm reading the article correctly, they're claiming that you can barely get 30 frames per second, full-screen. If you want to do a diff, and send the delta, you potentially need to be able to capture the full screen to do it. If you can only capture at 30 frames per second, you are LOCKED at 30 frames per second, even if you try to compress the output, and send only deltas.

    --
    Education is the silver bullet.
  20. Is it me, or is the author smoking crack? by JackAsh · · Score: 4, Insightful

    A couple of salient points come to mind when reading this article:

    1) Recording games/presentations/etc. The reason why we don't do it is because if the system was capable of generating it real time in the first place, it's far less space intensive to record the parameters of the animation than the output. i.e. It's cheaper to say "Daemia fires rocket at these coordinates" than record an MPEG of said rocket shot. AND, as hardware gets better, your recording does too.

    Which leads me to point 2:

    2) Since it's cheaper to capture realtime animation by capturing parameters, the only use of the capture function would be NON-realtime applications - i.e. getting your Geforce5TiUltraPro to render an extremely complex scene with incredible realism at 1 fps. That's not a typo. If we have 10MB/s back-into-the-PC bandwidth and each super high resolution shot takes 10MB on average, we have a wonderful solution working at 1 fps. Spend the fill rates on 600 passes for each pixel or something like that. Imagine the quality of the scenes! Capture the damn things and be glad you're not rendering at 1 frame per hour like they were 5 years ago.

    Repeat after me - if you're rendering for posterity you don't need real time... That'll come eventually.

    -JackAsh

    1. Re:Is it me, or is the author smoking crack? by kesuki · · Score: 2

      Well, my largest Warcraft III replay is only 423 k yet it encompases over two hours of 'footage', with an adjustable camera angle, and a very large potential resolution. I can move the camera across a canvas that is easily a hundred fold larger than a TV resolution image, and so to capture the entire canvas at a single camera angle (disabling the ability to tilt the camera angle that you can do in WC3) you would end up with an image in the gigabytes-per-frame-per-angle, instead of a 423k file. Even if you had to send the whole WC3 CD and keygen it would save massive bandwith over sending a single frame of an entire map. Besides, if you wanted to record to a different media, just enable TV output, and do the replay to a VHS tape, and be sure to click where the action is happening.
      For those not prone to doing math, that means I can save ~7 hours of warcraft 3 replays to a single floppy disk. Or 3150 hours of replays to a singe CD-rom. roughly 22,030 hours of replays to a DVD-rom. Nearly 704,000 hours on a 160 GB HDD. Now let's see, 2 hours to a DVD or 22,000 hours? I think 11,000:1 compression over DVD is well worth requiring special software to play it back. Especially since w3g files are mathematically lossless, the same cannot be said of DVDs. Maybe Blizzard should release a w3g player, they could compete with flash..

  21. Re:128 bit colour? by Clowning · · Score: 2

    The day i see a gradient on my computer screen without visible "banding" is the day we have reached a high enough color depth...32-bits is simply not enough.

    Last time i checked, my eye was a human one.

  22. DMCA by Vandilzer · · Score: 2, Troll

    You think the **AA would ever allow this the ability to make a perfect digital copy of what ever is displayed on you screen. Now your monitor will have to be disabled every time a copyrighted work is displayed on your screen.

  23. Well, duh by Sneakums · · Score: 2
    From the article:
    Right now, even the very latest graphics cards aren't ready to do much more than play games and put pretty pictures onscreen. If graphics companies really want to replace CPUs for professional rendering, they've got a bit more work to do.

    A stunning example of stating the obvious.

    The hardcore 3D gamer market is small enough; I can't see manufacturers busting their humps to serve an even smaller one.

    1. Re:Well, duh by nelsonal · · Score: 2

      Actually they do, but they charge much higher prices. 3DLabs is the best known x86 3D rendering cards, NVIDIA and ATI have some offerings as well under the Quadro and Fire brands, also SGI, SUN, HP, and IBM all sell their own proprietary cards for several thousand as well (for their respective platforms). I think the author of the article wants to purchase video game cards for the few hundred bucks they cost, do a driver update, and have something competitive with the much more expensive professional cards.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
  24. One of the worst technical articles.... by grahamtriggs · · Score: 5, Interesting

    ...that I have ever read. Either that, or I am missing something here... The idea that graphics subsytems have 'bandwidth to burn' is kind of ironic, given that every graphics chip is ultimately held back in performance by the amount of bandwidth available to it - especially when using high quality options like anti-aliasing. The main focus of the article is actually a very niche segment... the idea of transeferring back rendered images over the AGP bus for TV / film / etc. is a joke... Rendering at high quality takes a huge amount of bandwidth (ie. textures and geometry)... as someone else pointed out, transferring back high-res images would take up over 200MB - that's a quarter of your AGP bandwidth! And without taking into account contention and timing issues in uploading/downloading that would mean that you simple couldn't realise the full potential of the bandwidth without a lot of other (expensive?) hardware... The simple fact is that for production uses, you would be *far* better off taking a stream of data from the DVI connector, and storing that for later use... Screen capture for business use is a reasonable point - however when does that require 3d rendering to be taking place? There should be no contention and no reason why the AGP bus couldn't be utilised fully - although would the graphics companies make enough out of this to justify the effort? As for internet streaming - how many people have access to bandwidth fast enough for high quality, full screen video streaming? Enough said...

    1. Re:One of the worst technical articles.... by Viking+Coder · · Score: 3, Interesting

      "the idea of transferring back rendered images over the AGP bus for TV / film / etc. is a joke..."

      Why? You don't seem to follow up this opinion with any facts to back yourself up. Being able to do things like Interactive Multi-Pass Programmable Shading means that you can achieve near-PRman levels of graphics quality, using standard graphics hardware. But, of course, you need to capture that back to main memory for it to be any use. That hardly seems worthy of your ridicule.

      "as someone else pointed out, transferring back high-res images would take up over 200MB - that's a quarter of your AGP bandwidth!"

      Who are you to decide what's a good use case, and what's a bad one? This sounds to me like a case where several different people have presented reasonable requests for features - and you're shooting them down because you think what they want to do is "a joke". Since this can be fixed with a software update, I think it's a pretty reasonable request.

      "you simple couldn't realise the full potential of the bandwidth without a lot of other (expensive?) hardware..."

      Why on earth do you make that claim? Could you back that up with some facts? The article is claiming that it's a software issue, only. In fact, the test they put together sounds like a very reasonable one - they're not coming anywhere NEAR using the bandwidth in creating the images, and still, they're getting horrible bandwidth, downloading them. That doesn't sound like contention and timing - that simply sounds like bad, bad drivers.

      "you would be *far* better off taking a stream of data from the DVI connector"

      So, now, to solve the bandwidth issue, you're going to add a second card to the motherboard. What magical, ethereal bus bandwidth will this second card use? I think you need to re-examine your argument on this point.

      "However when does that require 3d rendering to be taking place?"

      This isn't just talking about 3d rendering. This is all screen capturing.

      "There should be no contention and no reason why the AGP bus couldn't be utilised fully"

      Wait a minute - now you're switching your argument?

      "would the graphics companies make enough out of this to justify the effort?"

      As everyone keeps saying, this sounds like it can be fixed in software. That's a pretty negligible cost for the vendors to spend.

      "As for internet streaming - how many people have access to bandwidth fast enough for high quality, full screen video streaming?"

      What about intranet? Lots of companies have intranet bandwidth fast enough for what you're talking about.

      Enough said...

      --
      Education is the silver bullet.
    2. Re:One of the worst technical articles.... by XaXXon · · Score: 2

      Just to illustrate the point you made about it taking 200 MB to send the images back --

      1600x1200x32bit = 7,680,000 bytes / image

      24fps means 184,320,000 bytes / second back down the AGP bus -- and that's if you only want 24 fps. That's a lot of bytes moving around, especially when you have to be sending data back up to render future frames.

      Maybe you could do some sort of hardware compression, but as other people have mentioned, video cards are already large enough, make too much heat, use too much power, and are expensive enough that I don't want to be adding additional complexity and cost to them for what a few people want to do. If there are people who want this, they should pay for the R&D and production costs of these specialized chips.

    3. Re:One of the worst technical articles.... by Viking+Coder · · Score: 2

      Your arguments all seem to boil down to your last point - that it's not worth it, based on the extra revenue that the development would generate. That's really not for you or me to decide. All that we can do is to try to prop up a good use case, and hope that some vendors will listen.

      I'm defending the use case, and you're attacking it. Why do you care? If your argument is that it's not "reasonable" to expect them to support it, based on the additional money they would make, that's fine - I don't necessarily disagree with your opinion about that.

      What I'm saying is that there's both a need, and a simple software solution. The vendors would do good to encourage this kind of feedback - it makes their products better.

      I'm saying that it makes sense, at any given moment, to take advantage of the bandwidth that's there. If I render a scene, I expect that to be fast. If I then pause until I can capture the image back to main memory, I expect that to be fast, as well. 8 frames per second is agonizingly slow. In the case of near real-time, waiting 0.125 seconds for a screen capture is very frustrating. Especially when you can render the frame in something like 0.0125 seconds. It's not as though the AGP bus is doing both tasks at the exact same instant, as you seem to keep implying.

      Intranet: So, because the article didn't mention something, I can't mention it, and it's not worthy of your contemplation? What? =)

      In this specific use case, every vendor has crappy drivers. If you've got a better list of what their driver developers should be working on, by all means, post it. Until then, let them work on the reported issues and requested features - this sounds like a good one, to me.

      --
      Education is the silver bullet.
  25. Re:Drivers, not hardware by Salamander · · Score: 2

    Yeah, I know it's fun to bash Microsoft and hint that your OSOS (Open Source Operating System) of choice would do better, but the drivers in question here are not Microsoft drivers. They're vendor-supplied drivers which would probably use 90% common code and have 99% of the same problems on any OS.

    --
    Slashdot - News for Herds. Stuff that Splatters.
  26. Re:128 bit colour? by Space+cowboy · · Score: 3, Informative

    Once, definitely. Twice, probably. Thrice, perhaps.

    You typically composite and re-composite layer after layer to create decent effects, it's not a one-shot thing. Certainly professional video runs at ~48bit for film work.

    Simon

    --
    Physicists get Hadrons!
  27. Re:128 bit colour? by Jugalator · · Score: 2

    Yeah, personally I'm a fan of 1 bit color :)

    --
    Beware: In C++, your friends can see your privates!
  28. Do the sums by NigelJohnstone · · Score: 2, Insightful

    When you record video it is normally compressed by hardware or a DSP. They are compressed for a damn good reason.

    Uncompressed, say just 1600x1200x24bit is about 6Mb per frame. At say 70 frames/sec is about 420Mb a second to store to disk.

    So what exactly are you going to do with that much data? If you had 512Mb of ram you could hold 1 seconds worth.
    Forget a hard disk, even a 3 disk raid doesn't have that sustained IO rate.

    1. Re:Do the sums by Hadlock · · Score: 2

      i agree with you completely. BUT i think about things; using firewire/ieee1394, you can do essentially raid/striping of sorts. current firewire has a theroritical peak of 400 mb/s; next gen firewire should see 800 mb/s...

      oh wait. that's megabits. we're talking megaBYTES. fuxor. sounds like we've got a decade or so before we have consumer-level storage options at this level. crazy.

      btw, if i had mod points currently, i'd mod you up.

      --
      moox. for a new generation.
  29. Re:128 bit colour? by tomstdenis · · Score: 2, Informative

    flaimbait much?

    First off there is no such thing as 32-bit color. Its 24-bit color with either a padding octet or an alpha channel.

    Second, 256 levels is enough that provided a good monitor you can make due quite well.

    Third, flamebait much?

    Tom

    --
    Someday, I'll have a real sig.
  30. Re:128 bit colour? by Latent+IT · · Score: 2

    Um. You get banding because of pixelation, not because of a lack of colors to choose from. Maybe it would help if you knew what you were talking about?

    If you want to display a gradient from say, dark blue to light blue, you have quite a few shades of blue to choose from. More than 1024, that's for sure, especially in 32 bit color. But your monitor can only display 1024 vertical lines, each being a different shade. (Depending on your resolution, blah, blah, blah.)

    Therefore, you get banding. Go ahead, use 64 or 128 bit color. It'll help, in the 'it won't help at all' sense.

  31. Re:Drivers, not hardware by larien · · Score: 2
    Well, that might be the case for e.g. Nvidia, but AFAIK some other drivers are written independantly of the Windows ones. Also, the article touches upon other issues like AGP & other chipset drivers which almost certainly aren't shared between Windows/linux. I think it's a valid question (which is why I posted it as well). It could be, of course, that the linux/FreeBSD drivers are noticably worse than the bad performance that the Windows drivers provide; without having benchmarks, I can't tell.

    However, linux's open source nature at least gives people a chance to tweak the system to provide that advantage if it isn't there already; it may cause some interesting developments in linux graphics.

  32. Re:VNC faster, not really. by gmack · · Score: 2

    Not 30 frames a second. 8 frames a second assuming you don't use a larger resolution.

  33. Re:Hmm. by uchian · · Score: 2

    you might not use your 3d graphics card to capture video, but if you wanted to edit video, it means you can't use your matrox to hardware accelerate 3d wipes/transitions/color transformations. Which is a bit of a shame really. Equivalent to having one sitting in your machine but having to play Doom3 through a software renderer in the frustrating stakes.

    Of course if your editing video on the cheap, you probably go for something slightly more dedicated like the Matrox RT2500 anyway, which is not that much more expensive.

  34. How about this by cr@ckwhore · · Score: 2

    How about the obvious for video production... since going out isn't a problem... why not just hook up a recording device (could be digital media) to the video out port of the video card.

    Does this really have to be over-engineered?

    --
    Skiers and Riders -- http://www.snowjournal.com
  35. Re:128 bit colour? by fingal · · Score: 4, Informative
    If you want to display a gradient from say, dark blue to light blue, you have quite a few shades of blue to choose from. More than 1024, that's for sure, especially in 32 bit color. But your monitor can only display 1024 vertical lines, each being a different shade. (Depending on your resolution, blah, blah, blah.)

    Hmmm. Close but still not quite right. Think of the colour space as a cube with RGB as the three axis of the cube. In 32bit colour you have 8 bits per colour plane, giving you a cube that is 256 x 256 x 256. Any gradient from any point on the cube to any other point on the cube is going to be a maximum of 443 (if my maths is freaked out - distance from two opposite corners of the cube). Plus some messing about with the various quantisation that this line will pass through gives you definite banding on all but the lowest resolution displays...

    --

    The only Good System is a Sound System

  36. Ray Tracing on the GPU by eeeeaagh · · Score: 5, Interesting
    We just ran into this problem when implementing a ray tracer using the GPU that will be presented soon at the upcoming Graphics Hardware Workshop.

    Our ray intersection algorithm implemented on the GPU (an "old" Radeon 8500) was able to intersect 114M rays per second. This was loads faster than the best CPU implementation, which could handle between 20 and 40 intersections.

    But when we tried to implement a ray tracer based on this, and an efficient one that didn't intersect every ray with every triangle, the readback rate killed us. Our execution times slowed down to the low end of the fastest CPU implementations.

    And the readback delay seems to be completely due to the drivers, which apparently still use the old PCI-bus code. If the drivers could use the full potential of the AGP bus, our ray tracer could approach twice the speed of the best CPU ray tracers.

  37. Hmm sounds like a call to arms... by Odinson · · Score: 2

    If the drivers are truely the only issue and not the hardware, wouldn't this be a great opportunity for the XF86 guys and whoever writes the particular tdfx modules to optimize Linux first.

    "No Mr. Vallenti sir you don't understand we have to use Linux. It's the only game out there for our CG budget. Windows can't do RAM write back with decent FPSes, and commodity GPU's are 20 times cheaper..."

    Wouldn't that suck for them... at least it would be amusing.

  38. Re:Why? Where? How? by Forkenhoppen · · Score: 3, Interesting

    I can think of several reasons:

    - The company hasn't released the game yet, but wants to release a video of gameplay to the public. Current methods would require implementing a "save game as it goes" and then a "replay, in offline rendering mode at a steady frame rate, and record results" pass. Or, you could save it at reduced quality if you had video out on your computer and video in on another computer.. but that's just ridiculous, imo.

    - Likewise, you have the game, and your friend hasn't purchased it yet, and lives too far away to just take a glance at it..

    - You're having a graphical glitch in a game with your particular card that can't be easily illustrated with screenshots. Think how much easier it would be to just send a video clip than having to send a half-dozen screenshots and a wordy explanation, where they still might not believe you.

    - You have a Radeon9700, he has a Geforce2. You want to show him how different Doom III looks on your card, as opposed to his card, in real time.

    Etc..

  39. Re:128 bit colour? by Latent+IT · · Score: 2

    Darn you to heck for making me try to think in 3d. ;p

    Yes, I'm pretty sure you're more or less right on the 443, though I would have expressed it as ~400, due to the fact that I don't like niggling with triangles.

    The thing is, you get more shades of blue than just the 443. As 255 RGB values, shades of red can be

    255 0 0
    255 1 0
    255 1 1
    255 0 1
    255 2 0
    255 2 1
    255 2 2
    255 0 2
    255 1 2

    (I say red now because I put the 255's first, and don't want to write it again.) ;p

    And so on. Each resulting in a different shade of blue.

    *I think* anyway. We're wandering off the pier of stuff I know, into the stuff I think I might be able to figure out. ;p

    So, I think you'd get more than 443, and have more blue than monitor lines, still.

  40. Yes, but... by Anonymous Coward · · Score: 5, Informative
    a) texture imposters (realtime adaptive billboarding)

    That's what render-to-texture is for, you don't need to read data back to the CPU.

    b) split world/image-space occlusion culling.

    This wouldn't be too useful for realtime graphics anyways, because of the way the 3D graphics pipeline works. The CPU can already be processing data a few frames ahead of what the GPU is currently working on. If you read back data from the card every frame, you have to wait for the GPU to finish rendering the current frame before you can start work on the next one.

    1. Re:Yes, but... by Mike+Connell · · Score: 5, Informative

      That's what render-to-texture is for, you don't need to read data back to the CPU.

      That is true for simple versions, but with methods moving towards image based rendering you often have to pull the data back anyway. Then you can process the textures to produce better imposters - not necessarily just billboards

      Re: occlusion culling. People are using these methods today for realtime graphics (for example combinations of Greens HZB, or HOMs) even with the low readback speed. UNC's Gigawalk software is one published example (Google for it). Getting Z or alpha channel infomation back is the biggest hit, so these methods would be even more efficient and so more widley applicable with faster transfers. When you're rendering N million triangles per frame (UNC quote 82Million) you have to do this stuff to get realtime rendering.

      So it is used for realtime graphics today - although mainly for heavy duty applications not games.

      HTH

    2. Re:Yes, but... by Mike+Connell · · Score: 3, Informative

      Oops, forgot to point out one more thing too: HP and NVidia have both implemented opengl extensions to address the issue of getting Z occlusion information back (nvidia's is layered on top of the HP extension iirc). This isn't useful for reading back the framebuffer fast, but helps when doing realtime occlusion culling.

    3. Re:Yes, but... by Mike+Connell · · Score: 2

      You can also use it for lots of multipass effects - not least cutting down geometry for shadows.

      With big scenes (as I mentioned in another post) the cost of attempting to render occluded geometry is far more costly than stalling the pipe for a few ms. Trying to render a few million polys can also kill your performance :-)

    4. Re:Yes, but... by Mike+Connell · · Score: 2

      Is it worth the trouble? It's worth the trouble for some users now yes. That's why it's done. Given a choice between rendering stuff slowly, or doing readback and rendering fast, people choose to render fast. It's a small investment for a big speed improvement.

      As to the future, everybody can see the difference in bus speed vs. GPU performance. Shaders are going to open up a lot of possibilities in the next few years - for all parts of the pipeline.

      But at the end of the day performance is what counts. Today we need to do readbacks, tomorrow hopefully not. The fact that we might not need to do them in the future doesn't mean that people shouldn't make the most of what we have at the moment. Nothing lasts forever, everything changes - and in computer graphics - especially fast.

  41. you're missing the point. by wuHoncho · · Score: 3, Interesting

    Very few people use their typical desktop video cards for actual video production or anything related to it because the hardware up until now was simply unable to handle that sort of load. Now we have these cards that are the beginning of a new era of computer-generated visuals. The article is saying that they can do quite a bit more than they can do now if someone would just write some better drivers for them.

    Now, streaming real-time rendering images over the internet? Maybe not fullscreen stuff right now because of a multitude of hampering factors on affordable internet bandwidth which I won't name for clarity's sake, but for the limiting factor to be the internet itself and not the graphics card is still a significant step.

    This would definately be very beneficial to low-budget game developers and movie directors. We could very well see the return of the shareware boom (remember the early-mid 90's?) because of this.

    sure, only a small portion of the people who'd buy the cards would use these features that the article talks about, but they'd be people that didn't have that capability before. Whenever this happens in any medium/artform/what-have-you, there is the tendency for a lot of experimental stuff to appear. I think we have some very interesting times ahead of us if someone gets these drivers written.

    --


    Just another freak in the freak kingdom.
  42. Re:128 bit colour? by fingal · · Score: 2
    You are confusing "shades of blue" and "linear interpolation between two colours". Yes there are lots of shades of blue (some people might even say that every colour where B > R && B > G is a shade of blue), but if you are doing a gradient then you want the shortest distant between two points. If this is of length 443 and your unit resolution is that of 1 then I don't see where you are going to get your extra colours from. In fact what you are going to have to do is to take alias your colours when you do the interpolation and therefore you will be introducing colours that do not strictly speaking lie on the perfect line at all. The smaller that your quantisation limit is, the closer to the ideal your interpolation becomes and the less visible artifacts are introduced.

    Also remember that the figure of 443 is the theoretical maximum number that can be achieved. Most interpolations will be from two points in the colour cube that are much closer together and will therefore result in correspondingly worse artifacts.

    --

    The only Good System is a Sound System

  43. Perhaps... by ColGraff · · Score: 5, Insightful

    "What kind of idiot puts their most powerful processor at the end of a one way street?"

    Maybe they're the kind of idiots who know most people just want the best possible OUTPUT for gaming possible, and so don't want to add any overhead in card performance - or even additional design time - that isn't related to gaming performance. You know, the idiots who make cards that get award after award from gaming companies, then write near-perfect drivers, port those drivers to linux, and let you overclock the card to your heart's content. Those sort of idiots. My, they're idiotic.

    Nobody says, "buy a geforce 4 ti, make the next toy story." No, it's advertised as a gaming card, and that's what its designed to do. If you want to do high-end video rendering things, perhaps a gaming card isn't the best choice.

    --
    I'm the stranger...posting to /.
    1. Re:Perhaps... by unicron · · Score: 2

      Yeah, but you ever run Half-life on a cluster of boxes with Oxygen Wildcat cards? Damn.....

      --
      Finally, math books without any of that base 6 crap in them.
    2. Re:Perhaps... by gspeare · · Score: 4, Funny

      Hey, I just realized that my high-end printing device has absolutely no hardware provision for reverse-direction printing! If I want to take the high quality document I just printed and put it back into electronic form, I have to spend hundreds of dollars* for a completely separate "scanning" device! What a ripoff!

      Really, as soon as the market for this sort of capture starts to grow, someone will have a hardware solution. The first ones will be cheesy: a connecter into a separate PCI capture card, for example; but eventually a more reasonable method will become standard design.

      To me, this is just the free market in action, working (more or less) as it should be.

      * I know how much scanners cost. Think hyperbole. :)

  44. Re:128 bit colour? by Viking+Coder · · Score: 3, Insightful

    First, Matrox and 3dLabs are both shipping products that do 10r-10g-10b-2alpha color.

    Second, the poster wants to do more than "make due". You can also make due with 16 colors. And no, 256 levels is not enough, if you're compositing many images together, or if your data has a high dynamic range (which would require more gamma range than 256 levels are capable of providing, without serious banding.)

    Third, pot. Kettle. Black.

    --
    Education is the silver bullet.
  45. I've seen this firsthand... by nadador · · Score: 2

    And I tend to agree that its a software issue.

    NVIDIA says that if you ask for contents of the framebuffer in a call to glReadPixels and you ask for it in the same pixel units its stored in, you won't be really disappointed. If, however, you ask for that same region of the framebuffer in another format, you're screwed. (So, if your framebuffer is 8-8-8-8 RGBA, and you ask for luminance or 10-10-10-2 or something else odd, you aren't going to be pleased with the performance.)

    This isn't by the way, just a render-movies-on-your-PC issue. Lots of scientific computing, visualization, etc., applications render with OpenGL and then grab the framebuffer to store a result. This throughput issue is significant considering that for many applications, what was an enormous data set 10 years ago is now not such a big data set. Like another poster said, this issue is one of the ones that still ties people to SGI.

    While 99% of your other concerns might be dealt with, there are still lingering problems like this one that keep some people from moving to commodity hardware.

    --

    Outside of a dog, a book is a man's best friend. Inside a dog, its too dark to read.
    1. Re:I've seen this firsthand... by nadador · · Score: 2

      You're right. Maybe I misspoke. I should have said engineering community, not scientific. The data sets, etc., that are most frequently seen in the scientific (and parts of the engineering community) are still so large, that no one considers moving away from SGI. When the data is large and the visualization is intense, you buy an Onyx. (As I type, I could walk over and touch the Onyx3800 or the rack of O300 in the computer room.)

      What I'm refering to is the smaller applications, the ones that don't justify the purchase of an Onyx, and don't warrant significant time on an Onyx. Around here, there are a small number, but growing, group of projects that started 10 years ago on a fleet of Onyx. The data sets haven't grown significantly in that time, and what would have choked a PC and required an Onyx 10 years ago isn't that big a deal now. While I realize this is still a small set, the number grows every couple of months.

      Would you agree that smaller, especially custom applications, might eventually move away from SGI?

      --

      Outside of a dog, a book is a man's best friend. Inside a dog, its too dark to read.
    2. Re:I've seen this firsthand... by nadador · · Score: 2

      True, true. One of the few good things going for SGI is that the userbase is very loyal, and for just as many technical reasons as not so technical ones.

      And you almost pinned down what I do :-) I work for a large company, but I develop applications that never leave the lab, and have user bases on the order of 10. Since what we do is pretty much fully custom applications for real time simulation, we get to pick and choose the tools, and ever since we couldn't buy any more Harris parts, we've been an all SGI shop.

      --

      Outside of a dog, a book is a man's best friend. Inside a dog, its too dark to read.
    3. Re:I've seen this firsthand... by UncleFluffy · · Score: 2

      It is possible to handle anything-to-anything untiling and format conversion in the CPU at high enough speed for this not to be the bottleneck. I've written code to do it, and I'm sure the guys at nVidia could do it as well if they wanted to (which is not to say that they are).

      My suspicion is that the raw bit-shovelling across the bus is more likely to be the problem.

      --

      What would Lemmy do?

  46. Re:128 bit colour? by MagPulse · · Score: 2

    Another benefit besides accuracy for multi-pass rendering with tens or hundreds of passes, is that it allows for high dynamic range rendering. 128 bits is enough to encode candlelight and daylight in the same floating point number. So the game engine can just "count up photons" as Carmack says in his recent speech, and then the 128-bit passes are done, then the final pass samples it down to 32-bit for presentation on the monitor. This allows the downsampling to take advantage of any information available on the the monitor's gamma curve - what the actual displayed intensity is for a given value. It also lets programmers give up one level of fudging and simply do physically correct lighting calculations, since they can leave the presentation issues to the final downsample.

  47. Faster readback has been requested for years by cyranose · · Score: 3, Informative

    I've been doing real-time 3D graphics for 10 years and read-back speeds have been the biggest problem for doing many advanced algorithms. We have asked the companies to improve this many times. The problem as I see it: Quake and other benchmark apps don't rely on readback.
    Here are a few other important but non-Quake techniques that are driven by readback speeds. I'll go into more detail on the first for illustration purposes.
    High-quality real-time occlusion culling -- many techniques render the scene quickly by using a unique color tag per object or polygon and then read back the framebuffer to figure out everything that was visible (and how many pixels for each) for a final high-quality pass. If HW drivers would even just implement the standard glHistogram functions (which essentially compress the framebuffer before readback), this would become practical. NVidia adds their NVOcclusion extension, but it's limited in how many objects at a time you can test, it's very asynchronous, and it requires depth sorting on the CPU to make it most useful. The render-color technique does not. Yet HW makers are spending lots of money adding custom HW to do z-occlusion when a simple driver-based software technique may be easier.
    Dynamic Reflection Maps -- for simple, reflective surfaces -- Requires background rendering from multiple POVs (generally six 90 degree views) and caching these. Even if you can cache a small set of maps in AGP memory, you want fast async readback if you have a large fairly static scene and you're roaming around.
    Real-time radiosity -- similar to above, but needs more CPU processing of the returned images and possibly depth maps (reading back the depth buffer is often even more expensive than the color).
    Real-time ray tracing -- the better quality approaches need fast readback to store intermediate results (due to recursion, etc..). With floating point framebuffers and good vertex/pixel shaders, ray-tracing becomes possible, but not yet practical. I believe ./ may even have run a link to one of these techniques a while back.
    So there's a lot more to this issue than just making movies of your games. Faster, better graphics would be possible. So why isn't this a priority?
    ------------ cyranose@realityprime.com

  48. Not the SW by po8 · · Score: 2

    The article claims that the drivers, not the HW, are causing the performance problem. Based on my conversations with a premier graphics programmer and some x86 experts, I don't believe that it is this simple. In particular, note that XFree86 2D, which uses its own drivers, also has pathetic readback rates.

    I barely understand the technical details, but it seems like there are some serious misfeatures in the way that the AGP bus interacts with CPUs and caches on both Intel and AMD during readback; it is going to be hard for card vendors to fix this problem (even if they decide to care). It may be that a new bus and/or new CPU glue will be needed for high-readback-rate applications.

  49. a VCR to the Svideo output by DABANSHEE · · Score: 2

    My card will ouput the same image to its VGA & TV ouputs at the same time.

    Surelly simply by connecting the S-video output to a VCR while playing quake through the monitor should do the trick.

  50. Re:Hmm. by ncc74656 · · Score: 2
    So really, I guess that I meant to say that I fail to see the relevance of the article. It is kinda of silly, actually, to even want to record real-time game footage with this hardware. Just pipe the video output to a real capture card on another machine. Problem solved.

    Capturing what you do in the average FPS would be silly, but what if you're doing 3D rendering with your graphics card? What you propose would be like ripping CDs by plugging a CD player into your soundcard's line-in jack. What the article envisions would be more like ripping CDs with EAC...you eliminate the digital-to-analog-to-digital conversion.

    --
    20 January 2017: the End of an Error.
  51. Re:Actually it's unlikely because... by subgeek · · Score: 2

    in the article it shows how they benchmarked consumer cards like geforce4 and radeon 8500. they also benchmarked some "entry level" high end cards like the quadro4 750 gxl, parhelia, and radeon 9700. i am not sure about the radeons, but i do know that the quadro4 is a different chip than the gf4, not just a card with extra features turned on.

    all of the cards had the same problem.

    --
    you probably shouldn't have read this.
  52. Re:Just Drivers by Jeremy+Erwin · · Score: 2

    Nvidia writes their own Linux Driver. I'm using it, and it works great.

    Yes, but are you downloading textures/frames from the card to main memory?

    The issue here is whether it is possible to use the programmable GPU to render frames for use in animation projects. The various bandwidth problems appear to be associated with drivers optimized for immediate display.

    With an open source driver, the few individuals running linux based rendering farms could, theoretically, relieve the CPU of some of its load. With closed source drivers, you will have to rely on nVidia optimizing their drivers for this kind of minority application.

  53. You're supposed to render to an offscreen buffer by Animats · · Score: 3, Insightful
    If you want the rendered image back in main memory, render it into an offscreen buffer, or "pbuffer" in the OpenGL world. That's the standard approach, and it's designed to be fast, unlike reading back the screen buffer. Here's an NVidia tutorial for developers on how to do it. Not only is it faster, you don't have to worry about what the user is doing with overlapping windows or seeing the cursor in the picture.

    OpenGL supports reading back the screen buffer mostly so that the OpenGL validation suite can check the rendering accuracy. For that, it doesn't have to be efficient. And if you read back in some format other than the actual structure of the framebuffer, every pixel gets converted in software and performance will be awful.

    This article reads like it was written by an overclocker, not a graphics developer.

  54. Machinima could use faster transfer rates by Allen+Varney · · Score: 2

    The nascent art of machinima, which involves using 3D game engines to make desktop movies, could benefit from a practical way to record game output faster. (It would also be nice to export directly to .AVI format for editing in Premiere or Avid, but that's another wishlist.)

  55. Re:Hmm. by t · · Score: 2

    Are you really saying that instead of simply fixing the software drivers, you should get a second high end computer capable of capturing video at real time rates? Man are you that stupid or just trolling badly?

  56. Re:128 bit colour? by Alsee · · Score: 3, Informative

    Any gradient from any point on the cube to any other point on the cube is going to be a maximum of 443 (if my maths is freaked out - distance from two opposite corners of the cube)

    The distance between opposite corners is about 443, but the diagonal distance between color points is 1.732, so you still have 256 points in the gradient.

    Think about it this way, the gradient from (0,0,0) to (255,255,255) passes through (1,1,1), (2,2,2), etc. Exactly 256 points.

    -

    --
    - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  57. What about HDTV? by maddogsparky · · Score: 2
    HDTV has greater rendering needs than PAL or NTSC. 1040 lines * 30 fps is a little over 30 kHz.

    Also, having the ability to render faster means that you can do it faster than real-time. If you are working to a deadline in a TV news studio, that might be a real advantage (think late-breaking news where a story has to be put together during a comercial break).

    --
    science is a religion
  58. Allow you to peer over other's shoulders by maddogsparky · · Score: 2
    This would be really nice for collaborative games so you can share your viewpoint with teammates. I think the US army has something similar where their tanks all pass back the info they collect to the platoon leader; turns out that the platoon leaders make much better decissions when the info they have access to is better.

    --
    science is a religion
  59. This is old news; Intel AGP spec was short sighted by PhilFrisbie · · Score: 4, Interesting
    This has been discussed many times on various news groups. Here is my 'Readers Digest' version:

    If you read the AGP spec, which was written by Intel, you will note that it is based on the PCI 2.0 spec. The PCI 2.0 spec is for a 32 bit, 33 MHz symmetric bus which gives you a max transfer of rate of 132 MB per second. The AGP spec is for an asymmetric bus, 33 MHz read and 66+ MHz write. But writes were optimized at the expense of reads, since Intel was pushing video with NO onboard texture memory, and who would want to read back the image in real-time anyway, right?!?

    Yes, I am sure that drivers do have some affect, but the AGP spec is the first bottleneck. On an OpenGL news group it was reported last year that a person tested two identical video cards, the only difference being one was AGP and the other was PCI. The read performance for the PCI version was several times faster than the AGP version.

    Of course, some video cards are also to blame because of the frame buffer format they use, but that is another story...

  60. Comment removed by account_deleted · · Score: 2

    Comment removed based on user account deletion

  61. Finally a reason for NVidia to OpenSource by iplayfast · · Score: 2

    Follow my reasoning here. I've heard from other articles at /. that Alan Cox (or one of the big name advocates) couldn't think of a reason to justify to NVidea to OpenSource their drivers. There would be no profit for them to do so.

    But if they had, the drivers would have been updated to scratch whoever's itch needed to be scratched. In this case the bandwidth from card to Memory.

    One of the benifits of Open source is that even seldom used features are enhanced, so that when suddenly there is a demand for this the features are in place.

  62. GPU RAM is not CPU RAM - Film at 11 by NFW · · Score: 2
    I ran into something like this on an application I'm writing... when I first made an MPEG recording of my 3D output, there were no textures. About 3 seconds and one forehead-slap later I realized that the video card's memory (where the rendering happens) isn't on the CPU's bus (where the recording happens).

    It seems the lesson here is that proper captures from video RAM are slow. Yeah, it'd be nice to change that. But how many people really care? Given how long it took anyone to notice, I can't help but think that very very few people really care - and with good reason. Unless you're into making rendered movies, it's irrelevant.

    --
    Build stuff. Stuff that walks, stuff that rolls, whatever.
  63. Not just a software issue by Namarrgon · · Score: 2
    If it were just a driver bug or even a design tradeoff, why is it that all GPUs from any manufacturer are uniformly abysmal? Even an SGI 320 with its UMA design still only gives 18.9 MB/s readback speeds, to my tests.

    I asked nVidia at SIGGRAPH why image readback is so slow. They said, no motherboard they know of (not even their own) supports AGP Writes back to the system memory. Without that, you're limited to PCI bandwidth at best, far less than what the AGP spec allows.

    However, we're not even seeing that. Results are showing 1% of what is possible. It's certainly a hardware issue, but there may be a lot of room to improve from the software side, too.

    --
    Why would anyone engrave "Elbereth"?
  64. Re:128 bit colour? by Viking+Coder · · Score: 2

    First, 10-r, 10-g, 10-b is pretty valuable to some people. I agree that 2-bit alpha is pretty miserable - but some people don't need to alpha blend. *shrug* I was just illustrating that there are color schemes in shipping products today, that use more than 24 bits for rgb.

    Second, for those people that DO need to blend, they often need to blend 100s of images. You don't need to get out to 1000s of images to see these effects. Just because current standards for MPEG and JPEG don't allow more, that doesn't mean it's useless. And I'm talking more about generating PRman (RenderMan)-style graphics. One approach is to render many, many passes - decomposing the math down into 100s (1000s) of images. It adds up to visual artifacts, very quickly, unless you have extended bit depths.

    Third, saying the first poster was posting flamebait - I was saying that what you were doing was a case of "the pot calling the kettle black." I was accusing you of posting flamebait. =)

    --
    Education is the silver bullet.
  65. High-end cards are slow too. by Namarrgon · · Score: 2
    If you want to do high-end video rendering things, perhaps a gaming card isn't the best choice.

    Why is it that a much more expensive Quadro card gives equally slow results? I've run a very similar test on an SGI 320 (shared-memory design) and it only gives 18.9 MB/s.

    Anyone reading this with a Wildcat 6000-series? What does that bench at?

    --
    Why would anyone engrave "Elbereth"?
  66. I think you just showed us the solution... by Ungrounded+Lightning · · Score: 2
    What kind of idiot puts their most powerful processor at the end of a one way street?

    the kind of idiots who know most people just want the best possible OUTPUT for gaming, and so don't want to add any overhead in card performance - or even additional design time - that isn't related to gaming performance. You know, the idiots who make cards that get award after award from gaming companies, then write near-perfect drivers,


    here it comes...

    port those drivers to linux ...

    Bingo!

    The only problem is in the driver. Hardware's up to the job.

    The driver has been ported to Linux.

    So fix it!

    Closed source? Reverse engineer it.

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  67. AGP is effectively a one way bus, by design. by OverCode@work · · Score: 2

    I spent most of the summer working on AGP driver bugs, so let me clarify a few things.

    AGP was designed by Intel as an ad hoc solution to combat the problem of transferring large textures to a graphics card over the PCI bus. It's an extension to PCI, essentially, allowing fast, pipelined, ONE-WAY transfers. That should be repeated. AGP is PCI, with a different connector, and a bunch of extra pins and logic for pipelined transfers from system memory to the card. In fact, without "fast writes" enabled, CPU -> graphics card writes are plain PCI; only transfers requested BY THE CARD are accelerated.

    There is nothing new about this. It's in the spec.

    It is NOT meant to be a two-way bus. It it was never designed for offloading cinematic rendering to the card, for later recovery. AGP came out around 1997, before NVIDIA or ATI had shaders in hardware. PC rendering was nowhere near photorealistic at the time; that was the domain of software raytracers. Without AGP, video cards seriously hog the AGP bus with their texture streaming. That is ALL that AGP fixes.

    The real solution is to come up with a new bus. I tend to like unified memory architecture designs, but they have disadvantages as well. The real trouble is getting the PC industry to agree on anything; if ATI came up with a new bus standard, for instance, I doubt NVIDIA or Matrox would adopt it, not wishing to appear to submit to their competitor.

    -John

  68. Sheesh by alexburke · · Score: 2

    Someone build a bloody box with a DVI input and a gigabit ethernet port on it. Connect DVI out of video card to DVI input on our magic box, gigabit Ethernet on the box to gigabit ethernet on the PC. As each frame is generated, capture it and spew it back to the PC over the ethernet, then ask the custom software on the PC (via a packet from the magic box) to put the next frame over the DVI.

    Lather, rinse, repeat.

    Won't be cheap, but someone could almost certainly whip one up with a Xilinx FPGA. I know they make one with a built-in TMDS receiver, which is what you'd need to decode the DVI signal.

  69. Misleading headline, much. by rakslice · · Score: 2

    "AGP Texture Download Problem Revealed"

    "AGP Texture Download Problem" implies that there's a problem downloading textures via AGP from main memory. But it's not about texture transfers at all, it's about transfers of rendered frames back to the system (in the opposite direction).

    Hey, 'Taco... You're the high point of the /. editing staff; your readership is depending on you to drag the other editors up the bell curve kicking and screaming by your example. Don't give up now. =)

  70. Use the Digital output. by sbaker · · Score: 2

    I'm not suprised at this - when you spend your effort optimising for
    output, dragging that final image back up to the input is kinda like
    running up a downward moving escalator...you *can* do it - but you
    probably shouldn't.

    It seems to me that if you are rendering movies with this technology,
    you are either a small operation who can probably afford to wait (say)
    10x longer than realtime to do it - or you are some big production house
    who can afford to do better.

    In those cases, why not simply stick a frame-grabber onto the digital output?

    Heck you can even get around the 8 bits-per-component problem by using a
    fragment shader to render the high order bits to red and the middle bits
    to green and the low order bits to blue - then do three passes to render
    the Red component of your image at 24 bits per pixel, then the green, then
    the blue.

    Using the downstream performance to your advantage is the way to go.

    The title of this article (which talks about "Texture Download" is most
    confusing because that's a term usually used to describe the process of
    taking a texture map out of the CPU and stuffing it into the graphics
    card's texture memory.

    This is more like "Screen Dump Upload".

    --
    www.sjbaker.org
  71. Re:128 bit colour? by Latent+IT · · Score: 2

    Well, that's what I thought, and I think what I said. If you're doing a gradient, I don't know why you'd want the shortest distance across the RGB cube, unless you enjoyed banding. ;p

  72. Re:128 bit colour? by Alsee · · Score: 2

    I don't know what you are looking for in the 2-dimentional display. A single simple gradient between 2 colors is a line. The greyscale gradient was the simplest arbitray example. I could equally have used a gradient between yellow (255,255,0) and blue (0,0,255) and it works to the same 256 steps.

    The earlier post had suggested that opposite corners would be 443 steps. I was explaining it's not. It's a distance of 443, but still 256 steps.

    -

    --
    - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  73. DirectX vs. OpenGL readback, with benchmarks by Namarrgon · · Score: 2
    OK, some facts for the melting pot, even if a little late.

    I wrote a benchmark last night that did DirectDraw and OpenGL pixelblock transfers, both ways across the AGP bus. Now, I wouldn't call my results totally rigorous (there are various versions of drivers, no Win9x machines, a couple WinXP & the rest are Win2k), but I ran many of them multiple times, on a selection of machines/cards, & got pretty consistent numbers each time. Also, the DirectDraw readback numbers agreed fairly closely with the Studio Magic Direct3D results.

    (Write denotes system to gfx card, Read denotes gfx card to system)

    ATI Radeon 8500DV / P4 1.4 GHz

    DDraw Write: 358.20 MB/s Read: 6.70 MB/s
    OpenGL Write: 56.36 MB/s Read: 96.60 MB/s

    ATI Radeon 7200 / Athlon 2100+ x 2

    DDraw Write: 345.04 MB/s Read: 12.26 MB/s
    OpenGL Write: 50.93 MB/s Read: 75.83 MB/s

    ATI Radeon 7200 / Athlon 1700+ x 2

    DDraw Write: 347.28 MB/s Read: 12.24 MB/s
    OpenGL Write: 51.06 MB/s Read: 107.21 MB/s

    ATI Rage 128 PCI / Celeron 300A @ 450 MHz x 2

    DDraw Write: 113.75 MB/s Read: 8.54 MB/s
    OpenGL Write: 47.98 MB/s Read: 2.58 MB/s

    nVidia Quadro DCC / P4 Xeon 1.5 GHz x 2

    DDraw Write: 265.70 MB/s Read: 8.67 MB/s
    OpenGL Write: 482.03 MB/s Read: 157.60 MB/s

    nVidia GeForce 4MX 440 / P4 Xeon 1.7 GHz x 2

    DDraw Write: 315.47 MB/s Read: 8.67 MB/s
    OpenGL Write: 411.88 MB/s Read: 126.17 MB/s

    SGI 320 Cobalt / P3 450 MHz x 2

    DDraw Write: 189.52 MB/s Read: 18.92 MB/s
    OpenGL Write: 304.52 MB/s Read: 183.97 MB/s

    Matrox G400 / Celeron 433 MHz x 2

    DDraw Write: 133.27 MB/s Read: 11.33 MB/s
    OpenGL Write: 2.42 MB/s Read: 2.17 MB/s
    A few things struck me:

    - OpenGL does WAY faster readbacks, especially on nVidia hardware.
    - OpenGL is faster for writes too, on nVidia, but a lot slower on ATI
    - ATI seem to optimise more for DirectX
    - The SGI's unified memory architecture does help, though not as much as I would have expected.
    - Matrox's OpenGL drivers sucked big time.
    - These numbers would look better in one of Damage's graphs.

    Anyway, I'm convinced that there's no particular hardware problems involved, other than perhaps readback being limited to PCI66 speeds. I have no idea why DirectX readbacks are so much slower - can it really be that every single company just hasn't bothered to optimise this path, even though they have for OpenGL? Or is there something within DirectX itself that's holding them all back?

    --
    Why would anyone engrave "Elbereth"?