Partially Resident Textures: Not Your Father’s Megatexture

John Carmack’s id Software may not be the engine licensing powerhouse it was back in the Quake 3 days, but that hasn’t changed the revolutionary nature of his engine designs. The reason we bring this up is because there’s a great deal of GPU technology that can be directly mapped to concepts Carmack first implemented. For id Tech 4 Carmack implemented shadow volume technology, which was then first implemented in hardware by NVIDIA as their UltraShadow technology, and has since then been implemented in a number of GPUs. For id Tech 5 the trend has continued, now with AMD doing a hardware implementation of a Carmack inspired technology.

Among the features added to Graphics Core Next that were explicitly for gaming, the final feature was Partially Resident Textures, which many of you are probably more familiar with in concept as Carmack’s MegaTexture technology. The concept behind PRT/Megatexture is that rather than being treated as singular entities, due to their size textures should be broken down into smaller tiles, and then the tiles can be used as necessary. If a complete texture isn’t needed, then rather than loading the entire texture only the relevant tiles can be loaded while the irrelevant tiles can be skipped or loaded at a low quality. Ultimately this technology is designed to improve texture streaming by streaming tiles instead of whole textures, reducing the amount of unnecessary texture data that is streamed.

Currently MegaTexture does this entirely in software using existing OpenGL 3.2 APIs, but AMD believes that more next-generation game engines will use this type of texturing technology. Which makes it something worth targeting, as if they can implement it faster in hardware and get developers to use it, then it will improve game performance on their cards. Again this is similar to volume shadows, where hardware implementations sped up the process.

In order to implement this in hardware AMD has to handle two things: texture conversion, and cache management. With texture conversion, textures need to be read and broken up into tiles; AMD is going with a texture format agnostic method here that can simply chunk textures as they stand, keeping the resulting tiles in the same format. For AMD’s technology each tile will be 64KB, which for an uncompressed 32bit texture would be enough room for a 128 x 128 chunk.

The second aspect of PRT is managing the tiles. In essence PRT reduces local video memory to a very large cache, where tiles are mapped/pinned as necessary and then evicted as per the cache rules, and elsewhere the hardware handles page/tile translation should a tile not already be in the cache. Large tomes have been written on caching methods, and this aspect is of particular interest to AMD because what they learn about caching here they can apply to graphical workloads (i.e. professional) and not just gaming.

To that end AMD put together a technology demo for PRT based on Per-Face Texture Mapping (PTEX), a Disney-developed texture mapping technique that maps textures to polygons in a 1:1 ratio. Disney uses this technique for production rendering, as by constraining textures to a single polygon they don’t have to deal with any complexities that arise as a result of mapping a texture over multiple polygons. In the case of AMD’s demo it not only benefits for the reasons that Disney uses it, but also because when combined with tessellation it trivializes vector displacement, making art generation for tessellated games much easier to create. Finally, PRT fits into all of this by improving the efficiency of accessing and storing the Ptex texture chunks.

Wrapping things up, for the time being while Southern Islands will bring hardware support for PRT software support will remain limited. As D3D is not normally extensible it’s really only possible to easily access the feature from other APIs (e.g. OpenGL), which when it comes to games is going to greatly limit the adoption of the technology. AMD of course is working on the issue, but there are few ways around D3D’s tight restrictions on non-standard features.

Tahiti: The First Direct3D 11.1 GPU Display Tech: HD3D Eyefinity, MST Hubs, & DDM Audio
Comments Locked

292 Comments

View All Comments

  • gevorg - Thursday, December 22, 2011 - link

    37.9dB is a horrible testbed for noise testing! WTF!
  • mavere - Thursday, December 22, 2011 - link

    Seriously!

    With the prevalence of practically silent PSUs, efficient tower heatsinks, and large quiet fans, I cannot fathom why the noise floor is 37.9 dB.
  • Finally - Thursday, December 22, 2011 - link

    As usual, AT is shooting straight for the brain-dam, I mean, ENTHUSIAST crowd feat. a non-mentioned power supply that should be well around 1000W in order to drive over-priced CPUs as well as quadruple GPU setups.
    If you find that horrendous they will offer you not to read this review, but their upcoming HTPC review where they will employ the same 1000W power supply...
  • B3an - Thursday, December 22, 2011 - link

    *face palm*

    1: 1000+ Watt PSU's are normally more quiet if anything as they're better equipped to deal with higher power loads. When a system like this uses nowhere near the PSU's full power the fan often spins at a very low RPM. Some 1000+ PSU's will just shut the fan off completely when a system uses less than 30% of it's power.

    2: It's totally normal for a system to be around 40 dB without including the graphics cards. Two or 3 fans alone normally cause this much noise even if they're large low RPM fans. Then you have noise levels from surroundings which even in a "quiet" room are normally more than 15 dB.

    3: Grow some fucking brain cells kids.
  • andymcca - Thursday, December 22, 2011 - link

    1) If you were a quiet computing enthusiast, you would know that the statement
    "1000+ Watt PSU's are normally more quiet if anything"
    is patently false. 1000W PSUs are necessarily less efficient at realistic loads (<600W at full load in single GPU systems). This is a trade-off of optimizing for efficiency at high wattages. There is no free lunch in power electronics. Lower efficiency yields more heat yields more noise, all else being equal. And I assure you that a high end silent/quiet PSU is designed for low air flow and uses components at least as high in quality as their higher wattage (non-silent/non-quiet) competitors. Since the PSU is not decribed (a problem which has been brought up many times in the past concerning AT reviews), who knows?

    2) 40dB is fairly loud if you are aiming for quiet operation. Ambient noise in a quiet room can be roughly 20dB (provided there is not a lot of ambient outdoor noise). 40dB is roughly the amplitude of conversation in a quiet room (non-whispered). A computer that hums as loud as I talk is pretty loud! I'm not sure if you opinion is informed by any empirical experience, but for precise comparison of different sources the floor should be at minimum 20dB below the sources in question.

    3) You have no idea what the parent's age or background is, but your comment #3 certainly implies something about your maturity.
  • formulav8 - Tuesday, February 21, 2012 - link

    Seriously grow up. Your a nasty mouth as well.
  • piroroadkill - Thursday, December 22, 2011 - link

    Haha, yeah.

    Still, I guess we have to leave that work to SPCR.
  • Kjella - Thursday, December 22, 2011 - link

    High-end graphics cards are even noisier, so who cares? A 250W card won't be quiet no matter what. Using an overclocked Intel Core i7 3960X is obviously so the benchmarks won't be CPU limited, not to make a quiet PC.
  • Ryan Smith - Thursday, December 22, 2011 - link

    Our testing methodology only has us inches from the case (an open case I should add), hence the noise from our H100 closed loop radiator makes itself known. In any case these numbers aren't meant to be absolutes, we only use them on a relative basis.
  • MadMan007 - Thursday, December 22, 2011 - link

    [AES chart] on page 7?

Log in

Don't have an account? Sign up now