NVIDIA Maxwell and Pascal GPUs use tile-based rasterization

Posted on Monday, August 01 2016 @ 23:39 CEST by Thomas De Maesschalck
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David Kanter from Real World Technologies took an in-depth look at NVIDIA's Maxwell and Pascal architectures and confirms that the green team secretly adopted tile-based rasterization. You can read the full piece over here and watch the full explanation in the video below.
Historically, new graphics technologies have moved from performance-focused desktop GPUs into mobile GPUs. For example, programmable shaders and GPGPU were pioneered on the PC and only appeared in mobile GPUs years later. In the case of tiled rasterization, the direction is reversed and a mobile technology is now influencing high-performance architectures. This is an exciting turning point for computer graphics and it will be fascinating to see which other mobile technologies will be adapted for high performance GPUs in the future.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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