AMD Radeon HD 3870 Graphics Card Review
Article Title: Sharpen and Speed Up Your PC Games: Testing AMD’s FSR, Nvidia’s DLSS 2 2 & More | Computer Games.
A lot of gamers and players of video games are turning to AMD’s latest graphics card, the Radeon HD 3870 graphics card, not because of its impressive performance, but because AMD is releasing a new product that is going to change the way people think about PC gaming.
AMD’s “Fast Stream Processors” will change the way PC gamers perform tasks like gaming. They will make it so that you can play your games on your desktop or even your laptop without having to worry whether you have the right graphics card or not. The way AMD’s FSR technology works is that it allows the GPU to pull from the main memory the needed processing power without making heavy load and heat on your PC processor.
It’s said that AMD’s new FSR product is going to be released in a couple of weeks. At the moment, I’m not sure whether AMD will have a FSR product ready to release or not. I suspect that AMD will reveal the specs of the Radeon HD 3870 graphics card sometime in the beginning of March (I’m not an AMD employee so I can’t say exact dates).
If AMD is going to reveal the specifications of their latest FSR product, the release date for the product might be earlier than expected. According to AMD’s Chief Technology Officer, Harald Fuest, AMD CEO Steve Cutler gave an interview to PCWorld magazine (here) and confirmed that AMD is going to deliver a new product in the first half of this year that is going to change the way we consume video games.
“We are going to deliver a next generation of fast stream processors that are going to provide much faster gaming,” Cutler said. “You’ll start to see, over time, that players will be able to play their games at the same time they’re playing a game.
If you want to get a better idea of what AMD is going to do to PC gamers and PC gamers who want to play their games on their desktop or laptop, I would highly recommend this video by PCMag’s Michael Nelson.
The state of the art in graphic sprucing and anti-ligning
A good spruced up graphics engine is an engine that makes the game look like it’s not even there.
And the best spruced up graphics engines are designed to work with anti-ligning techniques to get the best rendering performance possible.
There are several different kinds of anti-ligning techniques. This article focuses on techniques that don’t rely on the use of a bunch of “magic” functions. For example, the spruced up engine I will discuss uses a combination of “trick” objects, which are simple and fast to create that look good.
The simplest sort of trick object is the sprite. The sprite is a simple geometric shape. To make an object appear as though it didn’t move, you need to add an offset into the object’s rotation and translation. If you add a rotation offset, the object will rotate at the angle of that rotation instead of the normal rotation. So any object that is rotated in that direction will look the oddest and appear like it’s rotating. This is great stuff for games like “Fruit Ninja”, where the spruced up engine is used, but it will work equally well in games where you want to have an object always look as though it’s moving.
The simplest sort of tricks that take advantage of anti-ligning techniques to look convincing that they’re not moving are the sprite and texture objects.
A sprite has a single rotation offset relative to its location in the frame. So, if it’s rotating on its X axis (north and east) relative to the upper left, its top-left is offset by the rotation offset of 180 degrees.
To make the sprite look like it’s not moving you need to translate the location of all the sprites relative to each other. The simplest sort of trick is to make one sprite the same as all the others, and use an offset to move it relative to its position.
The Elephant in the Room of Nvidia!
Rooms of GPU-to-CPU and CPU-to-GPU communication are the cornerstones of computer video games. As the number of available video frames is growing (and as the computing power to process them grows too) a new and more efficient solution is being sought.
To date, we’ve seen two approaches – GPU rendering and GPU computing. GPU rendering approaches have the advantage of producing cleaner and sharper animations, but is limited by the computational power of GPU hardware. GPU computing solutions, on the other hand, offer the ability to easily incorporate 3D effects and animations into video games. But not all 3D effects and animations can be handled by the GPU alone.
At the same time, the GPU has an advantage over CPU in that it can perform computationally intensive tasks faster while conserving bandwidth. This advantage has been exploited by the GPUs themselves to reduce the average CPU-to-GPU bandwidth for the entire video game pipeline, or to accelerate GPU rendering of the game at a higher rate. This is referred to as the “trees” and “branches” in hardware architecture.
This article describes the most recent version of a GPU architecture that allows the GPU to be used for the initial rendering of the video game at a much faster rate.
The following description is about a single GPU architecture. It doesn’t say anything about the design that is being used with the GPUs: this article is primarily for people designing GPUs – there is no particular reason to describe the design that’s working well (or not) with GPUs. The design can be used for GPU rendering and GPU computing, just as it can for CPU and CPU-to-GPU communication.
This article uses two of my GPU-to-CPU communication examples, namely GPU rendering of a 2D model to 3D geometry, and GPU computing of a 3D mesh model. Both examples are shown in the following graphs – the first demonstrates how GPU rendering accelerates 2D geometry rendering, the second shows how GPU computation can speed up GPU rendering.
If you want to know more about this, you’ll have to go through the description above.
Sharpeners, supersamplers and madness.
Article Title: Sharpeners, supersamplers and madness | Computer Games. Full Article Text: The sharpening of a knife is a delicate one. The very sharpness of the tip is, for most, a prerequisite to be useful in a range of situations, from butchering meat to making surgical tools. But if the point is too sharp, the knife will be dull, and with the sharp tip comes the risk of scratching yourself. The sharpness of a knife is dependent of many factors, from the material of the knife to the thickness, and shape of the blade. In this article I want to show by simulation of the knife tip behaviour if a specific combination of sharpness and thickness is chosen, that the sharpness of the knife tip decreases if the thickness of the blade increases and the sharpness increases if the thickness decreases. The sharpness is defined as The sharpness of the tip of a knife is defined here as the sharpness of a typical point of a knife blade with a thickness of 1mm . Because this definition is rather arbitrary, this section is divided into two parts. In the following sections I show in what cases this definition provides a good approximation of the sharpness of the tip of a knife blade. Sharpness of a knife tip depends on the thickness and is highly influenced by the shape of a knife blade. The sharpness of a knife tip is particularly dependent on the cross section of a knife blade, but also varies depending on the thickness of the knife blade. For example, a knife blade has a sharper tip for thicker knife blades, whereas a knife blade that is made thinner has a sharper tip For every point of a knife blade, there exists a certain thickness, that gives the sharpness to the knife blade. The thickness of the knife blade can be measured with a micrometre ruler – a sharp knife blade has a thickness 1mm and a dull knife blade has a thickness less than 1mm. The sharpness of a point of a knife blade with a specific thickness, is also dependent on the cross section of the knife blade. The sharpness of a point varies by the shape of the cross section of the knife blade. For example, a knife blade is of different shape depending on how it’s cut – straight or not straight, small or large cross section, straight or not straight.