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Old 01-Feb-2012, 04:53   #76
RudeCurve
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I think you guys are confused. The way PowerVR technology works is everything is done on chip so you don't need massive external bandwidth to "connect separate nodes" like in a render farm. All "nodes" in a PowerVR GPU communicates at full chip speed.
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Old 01-Feb-2012, 08:47   #77
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I think you guys are confused.
Considering how little I know about PowerVR tech you are quite definitely right. I just tried to apply what I know about regular AMD-NV GPUs to them
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The way PowerVR technology works is everything is done on chip so you don't need massive external bandwidth to "connect separate nodes" like in a render farm. All "nodes" in a PowerVR GPU communicates at full chip speed.
So how many of those "cores" or "nodes" can you add to the full GPU before you hit some nasty bottleneck? How much work will be duplicated in those nodes (triangle setup?)?
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Old 01-Feb-2012, 09:20   #78
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Originally Posted by RudeCurve View Post
I think you guys are confused. The way PowerVR technology works is everything is done on chip so you don't need massive external bandwidth to "connect separate nodes" like in a render farm. All "nodes" in a PowerVR GPU communicates at full chip speed.
Interestingly enough,
  • the very first (non-FPGA) PowerVR system used multiple chips (1+ ISP(s), 1 TSP)
  • we did experiment with a PC system with a pair of PCX1/2 boards, and
  • there was the Naomi-II system that had the T&L "Elan" chip driving multiple CLX2 renderers
but, yes the vast majority are single chip systems.
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Old 01-Feb-2012, 10:56   #79
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Interestingly enough,
  • the very first (non-FPGA) PowerVR system used multiple chips (1+ ISP(s), 1 TSP)
  • we did experiment with a PC system with a pair of PCX1/2 boards, and
  • there was the Naomi-II system that had the T&L "Elan" chip driving multiple CLX2 renderers
but, yes the vast majority are single chip systems.
So then a split chip (say 2 quads per split with a total of 16 cores) should be a real possibility then. What are the downsides?
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Old 01-Feb-2012, 11:00   #80
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You have some documentation for PowerVR:

http://www.imgtec.com/powervr/inside...8.External.pdf
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Old 01-Feb-2012, 16:46   #81
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So how many of those "cores" or "nodes" can you add to the full GPU before you hit some nasty bottleneck? How much work will be duplicated in those nodes (triangle setup?)?
For the current generation of Series5XT cores one could theoretically connect up to 16 cores (MP16).

From the whitepaper Roderic posted above section 4.7:

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The SGX-MP architecture is designed to scale as close to linearly as possible as more graphics cores are used. In typical real-world performance conditions (running well known game engines, graphics applications, benchmarks etc), each additional core runs at 95%+ the efficiency of a single core. Additionally, adding another core to the system only increases the overall memory bandwidth for a frame by <1%.
A SGX543 or 544MP16@200MHz would result on paper to Xenos XBox360 graphics performance.

Their new up to DX11.x generation Series6/Rogue, hasn't been fully announced yet and details over it are sparse. However from the two so far announced cores G6200 & G6400 the latter should be roughly on the fore mentioned MP16 level. Cores should be quite more efficient this time and probably scalable to higher amounts than with Series5XT.
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Old 01-Feb-2012, 20:46   #82
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For the current generation of Series5XT cores one could theoretically connect up to 16 cores (MP16).
Also, if contents of the initial post in this thread are to be trusted, Rogue should be able to go MP32+.
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Old 06-Feb-2012, 13:25   #83
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Also, if contents of the initial post in this thread are to be trusted, Rogue should be able to go MP32+.
I'm not so sure if that should read MP or rather MP+MC. So far they've announced the G6200 and G6400 "multi-cluster" designs for which they claimed can scale up to 1 TFLOP. It seems that you can get 200GFLOPs out of a 4 cluster G6400. To reach that TFLOP you'd need a G6400MP5 (MC4*MP5= Mn20 )
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Old 06-Feb-2012, 23:10   #84
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I'm not so sure if that should read MP or rather MP+MC.
I wouldn't know.
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Old 04-Jul-2012, 01:05   #85
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Could it be?




A New, $99 Console Called Ouya Is Real and Radically Different From Xbox, PlayStation and Wii

Last edited by onQ; 04-Jul-2012 at 02:41.
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Old 04-Jul-2012, 01:16   #86
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If it's not powered by PowerVR why are you posting that in this thread?
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Old 04-Jul-2012, 02:33   #87
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If it's not powered by PowerVR why are you posting that in this thread?
I said could it be?

since it's a android console it would seem that the GPU would be PowerVR (or Mali) . unless you know for sure that it's not PowerVR because I haven't been able to find the specs.

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Old 04-Jul-2012, 02:36   #88
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Aren't there other GPUs made by Nvidia and other companies like Mali that run on Android?
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Old 04-Jul-2012, 02:41   #89
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Aren't there other GPUs made by Nvidia and other companies like Mali that run on Android?
Yeah but I was just speculating.
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Old 04-Jul-2012, 09:27   #90
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Whatever it is, it's not going to be a next-gen console. Not even a this-gen console at $99 running download games.
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Old 04-Jul-2012, 19:53   #91
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Whatever it is, it's not going to be a next-gen console. Not even a this-gen console at $99 running download games.
Is it not going to be a next-gen console at $99???? How could you think that?

But with all due respect, the iPad1 and iPhone 4 can run infinity blade at around 25 fps;
the resolution being 1024*768 and 960*640 or something. They are powered by the PowerVR SGX 535.
The 540 is already present in low-low budget android tablets. It's more powerful btw.
If it were the 540 powering this $99 dollar console, then it could have the potential to destroy the this-gen wii, even at higher resolutions.

If people can stand the wii (where art matters a lot, for example: mario games look gorgeous, even with the low polycounts and resolution). Then this $99 console could compete, at least with that.

Although I am 98% sure that the android games can never compete; the budget and artists are not there.
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Old 05-Jul-2012, 05:13   #92
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Is it not going to be a next-gen console at $99???? How could you think that?

But with all due respect, the iPad1 and iPhone 4 can run infinity blade at around 25 fps;
the resolution being 1024*768 and 960*640 or something. They are powered by the PowerVR SGX 535.
The 540 is already present in low-low budget android tablets. It's more powerful btw.
If it were the 540 powering this $99 dollar console, then it could have the potential to destroy the this-gen wii, even at higher resolutions.

If people can stand the wii (where art matters a lot, for example: mario games look gorgeous, even with the low polycounts and resolution). Then this $99 console could compete, at least with that.

Although I am 98% sure that the android games can never compete; the budget and artists are not there.

Yes, you are quite correct that thus machine should be able to compete with Wii (Gamecube 1.5 with extra memory) that is 2 generations old tech. But why would this machine want to compete with a current gen extender?
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Old 11-Jul-2012, 08:01   #93
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I said could it be?

since it's a android console it would seem that the GPU would be PowerVR (or Mali) . unless you know for sure that it's not PowerVR because I haven't been able to find the specs.
http://forum.beyond3d.com/showpost.p...21&postcount=1

Would've been cool if it had a Rogue in it instead of a Tegra.
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Old 11-Jul-2012, 19:06   #94
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http://forum.beyond3d.com/showpost.p...21&postcount=1

Would've been cool if it had a Rogue in it instead of a Tegra.
Yeah I seen that, Dreamcast Dreamcrushed!

but I guess Tegra 3 is cool but I'm not as excited as I was before, well there is still hope for the Apple Console.
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