Video: GTX 1080 Pascal Memory Compression Explained

Ali Güngör

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Nvidia explains the way to get more bandwidth from memory. In the GTX 1080 Pascal Memory Compression Explained video you can learn about Maxwell and Pascal difference, fourth generation delta color compression. We advise you to also watch new GDDR5X video to learn more.

This video was recorded at U.S.A. Texas Austin Nvidia Global Presentation of GeForce GTX 1080 and GTX 1070. After the agreed NDA date we are making the record publicly available for all technology enthusiasts. There are great many details about new Nvidia Pascal architecture, new 16 nanometer production process, new drivers, software features and VR (Virtual Reality) in this series.

Bu içeriği görüntülemek için üçüncü taraf çerezlerini yerleştirmek için izninize ihtiyacımız olacak.
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Nvidia GeForce GTX 1080 Review: NVIDIA GeForce GTX 1080 İncelemesi - Technopat (Turkish language)


Like previous GeForce GPUs, the memory subsystem of GeForce GTX 1080 uses lossless memory compression techniques to reduce DRAM bandwidth demands. The bandwidth reduction provided by memory compression provides a number of benefits:
  • Reduces the amount of data written out to memory
  • Reduces the amount of data transferred from memory to L2 cache; effectively providing a capacity increase for the L2 cache, as a compressed tile (block of frame buffer pixels or samples) has a smaller memory footprint than an uncompressed tile
  • Reduces the amount of data transferred between clients such as the Texture Unit and the frame buffer
The GPU's compression pipeline has a number of different algorithms that intelligently determine the most efficient way to compress the data. One of the most important algorithms is delta color compression. With delta color compression, the GPU calculates the differences between pixels in a block and stores the block as a set of reference pixels plus the delta values from the reference. If the deltas are small then only a few bits per pixel are needed. If the packed together result of reference values plus delta values is less than half the uncompressed storage size, then delta color compression succeeds and the data is stored at half size (2:1 compression).

GeForce GTX 1080 includes a significantly enhanced delta color compression capability:
  • 2:1 compression has been enhanced to be effective more often
  • A new 4:1 delta color compression mode has been added to cover cases where the per pixel deltas are very small and are possible to pack into % of the original storage
  • A new 8:1 delta color compression mode combines 4:1 constant color compression of 2x2 pixel blocks with 2:1 compression of the deltas between those blocks
upload_2016-5-17_18-8-26.png


Compression modes of Pascal's Memory Compression Engine.


The following screenshots from Project CARS illustrate the benefit of Pascal's color compression. The parts of the scene that can be compressed have been replaced with magenta. While Maxwell was able to compress much of the scene, most of the vegetation and parts of the car could not be compressed. With Pascal, very little is left uncompressed.

Pascal Memory compression vs Maxwell.JPG


Original image. Maxwell Compression, Pascal Compression.

As a result of the improvements in memory compression, the GeForce GTX 1080 is able to significantly reduce the number of bytes that have to be fetched from memory per frame. This reduction in bytes fetched translates to roughly 20% additional effective bandwidth, and when combined with GeForce GTX 1080's 10 Gbps GDDR5X memory, this ultimately provides the GTX 1080 a 1.7x effective memory bandwidth increase over GeForce GTX 980.

upload_2016-5-17_18-10-31.png

GeForce GTX 1080's Memory Compression Engine Compared to GTX 980.
 
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