Texture filtering is the achilles heel in the Kyro design. An application typically presents batches of polygons in a texture cache friendly sequence, i.e. sorted in order of texture type. Immediate mode renders exploit this fully for efficient texture filtering. Kyro, a region-based renderer, only takes incidental advantage of this if the tile being rendered contains texture coherent polygons. Therefore, its texture cache is unable to effectively compensate for the additional texel fetches that are needed with trilinear (two clocks per pixel) or anisotropic filtering (four clocks per pixel) enabled. Figure 9 shows that trilinear and anisotropic filtering suppress fillrate by up to 40% and 66% respectively.
Figure 10: Fillrate graph for 'Serious Sam Test 2'.
Common settings: 16-bit color depth, 'Quality' rendering, lens flare disabled.
Kyro setting: compiled vertex array disabled.
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