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433 Following
350 Posts
Senior Mobile Platform Engineer @Epic Games
Previously Graphics Tech Director @NMGames, Sr. Graphics Eng at Samsung R&D
Joined13 Nov 2017
Mali-G57 MC2 is the new Mali 400...
@munificent Even when using Spotify's lossless? (I've never tried Tidal)
@GDCPresoReviews caveat on this toot: be careful about outdated information. Don't assume that more modern Mali architectures work this way
@thesolidpixel yep I was thinking of Streamline. On a different note, I need to look into the documentation but might as well ask first: is there a way to name the render passes shown in the Mali timeline? I would want to have some naming exported if I could
@thesolidpixel oh nice that's out. Going to give it a spin and see if it fixes the issues we talked about
I guess I misunderstood the assignment when I was asked for a "sheep" Fresnel? 🤔
@GDCPresoReviews When you're designing your solutions for mobile that means you need to think very differently from desktop because it is not just about speed but the GPU arch will influence how you should author your solutions and algorithms. Most folks ignore that and then complain that everything was fast on desktop but sucks on mobile
@GDCPresoReviews it's all good, this stuff could be explained better anyway.
On mobile GPUs it is always the same lesson: bandwidth is lava so minimise it at all costs. Reading in and out of tile is what kills your perf in 90% of cases so minimise it. Not only that but ALU has grown orders of magnitude over the years whereas mem bw has barely had linear growth so that ends up, in real world use cases, being your main limiting factor
@GDCPresoReviews Sure, that makes complete sense. Perhaps I wasn't clear but that was what I intended to express with my messages.
I did mention that you only write back to DRAM the resolved output and also gave an example of this working within a single render pass to highlight how it becomes benefitial. I do admit that I didn't explicitly bridge it to immediate mode GPUs so that's on me for failing to do that
@GDCPresoReviews 4x MSAA is almost free on Mali GPUs because you can keep your multisampled data on tile memory and only write back the resolved final output. This works when you do your main scene render pass and manage to keep your data in tile throughout and before you need to start doing your postprocess, you do your storeop out to main memory but have the GPU resolve your MSAA samples before your tile goes back to main mem.