Rob
Moderator
Or have I misunderstood - are you asking a more general question?!
In that case, I'd say it's very much related to why both CPU and GPU core speeds haven't increased much in recent years. Sure, they've increased in fits and starts, but not by much.
Everything's going parallel. Throughput is theoretically (and often practically) much higher, but speed (per-core performance) isn't. Sure, faster cores help, but with faster cores comes more heat, requirement for more voltage, reduced stability, etc. Obviously this also depends on the fabrication process.
This is even more relevant for graphics cards than it is for CPUs, due to the limitations of monitors. Sure, you can get monitors with high refresh rates, but generally we're interested in getting at least 60FPS - whether we get any more or not is irrelevant (in conventional application). Note that 60hz is much, much slower than modern GPU cores, which have tended to be around 600-1000hz for quite some time, which is not mere happenstance (although these numbers can't really be compared quite as easily as that, but still, the point stands). So the GPU manufacturers haven't been too worried about optimising core speed, because they can instead get a much better overall performance boost by throwing more transistors in. For a decade or more, the bottleneck has not been fillrate. It's simply easier for them to add more shader cores, because there's no problem with them maxing out at a few hundred FPS, which is supposedly faster than the human eye can perceive.
So, if I'm reading into your question correctly, am I right in thinking that you're trying to render 100s...1000s FPS, and struggling? Perhaps you could try rendering multiple frames simultaneously? Could be done by doubling the effective screen resolution, and duplicating the scene? Then, perhaps using different irregular rasters on the two halves would allow your stochastic SSAA to still function - of course, you'd have to do some bookkeeping/processing afterwards in order to merge the information (i.e. average pixel colours). This could scale by continuing to multiply the effective screen resolution. Not saying it's necessarily possible... just an idea. Or alternatively you could simply increase the number of samples per pixel. Or am I still barking up the wrong tree?
In that case, I'd say it's very much related to why both CPU and GPU core speeds haven't increased much in recent years. Sure, they've increased in fits and starts, but not by much.
Everything's going parallel. Throughput is theoretically (and often practically) much higher, but speed (per-core performance) isn't. Sure, faster cores help, but with faster cores comes more heat, requirement for more voltage, reduced stability, etc. Obviously this also depends on the fabrication process.
This is even more relevant for graphics cards than it is for CPUs, due to the limitations of monitors. Sure, you can get monitors with high refresh rates, but generally we're interested in getting at least 60FPS - whether we get any more or not is irrelevant (in conventional application). Note that 60hz is much, much slower than modern GPU cores, which have tended to be around 600-1000hz for quite some time, which is not mere happenstance (although these numbers can't really be compared quite as easily as that, but still, the point stands). So the GPU manufacturers haven't been too worried about optimising core speed, because they can instead get a much better overall performance boost by throwing more transistors in. For a decade or more, the bottleneck has not been fillrate. It's simply easier for them to add more shader cores, because there's no problem with them maxing out at a few hundred FPS, which is supposedly faster than the human eye can perceive.
So, if I'm reading into your question correctly, am I right in thinking that you're trying to render 100s...1000s FPS, and struggling? Perhaps you could try rendering multiple frames simultaneously? Could be done by doubling the effective screen resolution, and duplicating the scene? Then, perhaps using different irregular rasters on the two halves would allow your stochastic SSAA to still function - of course, you'd have to do some bookkeeping/processing afterwards in order to merge the information (i.e. average pixel colours). This could scale by continuing to multiply the effective screen resolution. Not saying it's necessarily possible... just an idea. Or alternatively you could simply increase the number of samples per pixel. Or am I still barking up the wrong tree?