docs(roadmap): the upscaler shipped, and what it measured - #875
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Phase 1 of #481 is built and the handheld budget closes for the first time: 40.7 ms to 13.9, GPU 24.8 to ~8.4, 72 fps at 76 % occupancy where the device used to sit at 93-99 % and power-limited to 1141 MHz. Records three things the plan could not have known: - Everything that costs per pixel fell 3.7x to 4.5x and everything that does not depend on resolution stayed identical. That is the independent check that the size sweep was complete. - TAAU, built and removed, with the fetch count that explains it: 19 per output pixel against SGSR 2's 7, because SGSR 2 reuses the gather's taps for its variance box. It is what turns "transliterate rather than invent" from an opinion into a measurement. - The rule the size sweep exposed: what DERIVED its size from a texture was already right, what RECEIVED it as a parameter was wrong. The froxel grid was found by the owner from the picture. And what is left: RCAS and feature locking, FSR 3.1 as the second backend, and MipBias, which has been noted since the resolve was written and is still not done.
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Records the result of #874 in the roadmap: phase 1 of #481 built, and the handheld budget closing for the first time.
Three things worth having written down beyond the numbers:
Also marks what is left of #481 — RCAS and feature locking, FSR 3.1 as the second backend, and
MipBias, noted since the resolve was written and still not done.Docs only.