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#1 | |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Fig 1 from patent,
![]() Quote:
For referrence, Previous Sony Patent, B3D thread on PS3 parralel/tile/brick renderring: EDIT: Apparently the B3D thread PS3 parralel/tile/brick renderring: has a broken link to the patent, so here's the direct link to the parralel/tile/brick rendering patent: and Previous Sony Patent, B3D thread on PS3 PixelEngine: Okay, I'm tired... Also interesting to note is that fig1 shows three distinct processors, a CPU, a Geometry processor and a renderring processor! Well, let me know what you guys find... :P |
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#2 |
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this is PSP gpu, very old
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#3 |
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#4 |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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If this diagram was legit and true, it will be like a (Kutaragi Ken's) dream came true... (with exception made for the 400MHz difference in the BE.... Bring them back!!
__________________
- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#5 | |
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Member
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Quote:
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#6 |
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Senior Member
Join Date: Oct 2002
Location: Sweden
Posts: 1,317
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Could someone translate this diagrams and patent´s so a idiot can understand it.
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#7 | |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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Quote:
__________________
- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#8 |
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Naughty Boy!
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No expert but could those values just be the maximums.
Like the most it can take is 1gig . But most likely they will be using two pools of 256 megs or less because of cost ? Much like the x800xt pe says 512megs in the docs but only uses 256 megs |
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#9 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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We already discussed this patent..I believe Pana posted about it some months ago.
I don't think it is related to PS3..but hey.it's just a feeling |
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#10 |
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Senior Member
Join Date: Dec 2003
Posts: 6,201
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Separate CPU and geometry processors... No, this is not PS3.
And a big freakin Anyway, I'm surprised the GPU half of it is only clocked at 800MHz.
__________________
Top one reason why capital punishment is immoral and wrong: You can release an innocently convicted man from jail, but you cannot release an innocently convicted man from death. |
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#11 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
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#12 | |
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Senior Member
Join Date: Dec 2003
Posts: 6,201
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Quote:
Only 800MHz... That almost sounds...realistic!
__________________
Top one reason why capital punishment is immoral and wrong: You can release an innocently convicted man from jail, but you cannot release an innocently convicted man from death. |
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#13 | |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Quote:
And that diagram, where did you pull that out from! |
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#14 |
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Naughty Boy!
Join Date: Feb 2002
Posts: 6,802
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Isn't PSP hardware based on id's D3 engine?
__________________
I've got a working quantum computer prototype in my backyard. The only problem is, it crashes at temperatures above absolute zero therefore is not very overclocker friendly. |
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#15 |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Version, thanks for the posts...seriously, I don't want to sound cynical or anything but certain aspects of that diagram just look out of place as pointed out by others...
1. Memory of 1GB @ 100 GB/s...but there are 2* 256 MB blocks, huh? There are 4*32 bit channels to the RAM? People were estimating a total of 256 MB @ 50 GB/s with the recent announcements by RAMBUS... 2. The GPU eDRAM is quad ported and that has already been mentioned in the brick rendering patent before. But is it at 1200 GB/s! 3. The GPU suggests 30 GPolys/s...30 BILLION Polys/sec! 4. The CPU at 3.6 GHz and GPU at 800 MHz seem reasonable by comparison! |
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#16 |
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Member
Join Date: May 2004
Posts: 169
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Suppose that in one of your classes this fall, a term paper represents a huge chunk of your grade. Okay? Okay! Now let's fast forward to the last week of the semester. After putting a ton of energy into your paper, carefully choosing, researching and writing on a topic, would you be willing to let someone you don't even know plagiarize it for absolutely no credit or compensation? On the stranger's part, he or she has nothing to lose (and everything to gain). But as for you, such benevolence could not only compromise your grade in the class but your GPA as well ...
Let's say STI have been working on a term paper of sorts and have invested countless hours -- and several billion dollars -- toward that end. How likely are they to reveal their findings to a general public teeming with potential competitors? |
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#17 | |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Quote:
Competitive companies will have they're own portfolio and intelligence of 'insider info' about their competitors, more so that the public domain...and they're not going to reveal that to the general public either. ! Sony's competitors aren't going to change their specs because of an alleged 'leak' on some console forum! :P |
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#18 |
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Senior Member
Join Date: May 2002
Posts: 4,307
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well, 30 billion polys does not sound so outrageous if this is a comparable figure to PS2's / GS's 75 million, which was announced back in 1999. if PS3 has a strong vertex compression shceme, it might be possible. of course, PS3 games will not get anywhere near 30 billion polygons. maybe 1-2 billion at most, without heavy shaders & textures. only light texturing shading and effects, and probably down into the hundreds of millions of polys with heavy shaders and effects
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#19 | ||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Quote:
How about another take on the 30 GPolys/s, assuming 32 GFlops per APU @ 4 GHz, CPU @ 3.6 GHz, with 32 APUs >>> 28.8 GFlops/APU * 32 >>> = 922.6 Gflops GPU @ 0.8 Ghz, 16 APUs >>> 6.4 GFlops/ APU * 16 >>> = 102.4 Gflops CPU + GPU = 922.6 + 102.4 = 1024 Gflops ! Volia, your 1 Tflops PS3! The two 'strangest variables I see in that diagram are the '30 GPolys/s' and '1 GB RDRAM @ 100 GB/s'. Assuming the 30Gpoly/s figure could be the 'max' throughput with 1 GB RDRAM @ 100 GB/s, which I doubt. How about, 30 Gpoly/s with 1024 MB @ 100 GB/s...or 15 Gpoly/s with 512 MB @ 100 GB/s....or 7.5 Gpoly/s with 256 MB @ 100 GB/s...or 3.75 Gpoly/s with 256 MB @ 50 GB/s...>>> More likely! :P 3.75 Gpoly/s with 128 MB @ 100 GB/s...>>> Possibility with 256 Mbits ...and 3.75 Gpoly/s, it's only 50* more than (PS2 @ 75 Mpoly/s)! :P Edit: XDR Ram, 256 Mbit @ 6.4 GHz * 4 (32bit) = 128 MB @ 100 GB/s Quote:
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#20 | ||
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Apparently the B3D thread PS3 parralel/tile/brick renderring: has a broken link to the patent, so here's the direct link to the parralel/tile/brick rendering patent:
---------------- I linked this thread to ArsTechnica forums and got a couple of good posts from a developer (i think) called Jason Watkins who summarized the three patents posted on this thread nicely! Thanks Jason... :P First post, Quote:
Second post, Quote:
Anyone also remember 'Talisman' Also the irregular rasterization sounds interesting, using an irregular z-buffer technique! :P I think the PS3 architecture would lend itself to it quite nicely! 8) What do you guys think |
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#21 |
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Senior Member
Join Date: May 2002
Posts: 4,307
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very interesting stuff Jaws. I remember the Talisman architecture a little..
as for Jason Watkins, I noticed he refers to PS3's GPU has 'GS2' or 'GS 2'. while I understand why he might be calling it GS2, since it would be the second GS used in a Playstation, the GS2 was actually a different chip Sony had planned to make for workstations only. GS3 is of course, the official PS3 GPU, according to Sony. thats what they announced back in 1999. but as of 2003, the PS3 GPU is unofficially called the Visualizer since it is assumed the PS3 GPU is the Visualizer shown in the Sony patents. btw I was unable to locate Jason's posts on Arstechnia. can you link me to it Jaws? thx! |
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#22 | |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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Quote:
BTW, the GS2 quotes come from versions diagram! |
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#23 |
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Senior Member
Join Date: May 2002
Posts: 4,307
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Thanks Jaws!
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#24 | |
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Senior Member
Join Date: Jun 2004
Posts: 1,908
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A cracking read (circa 1997) on what Talisman was, how it worked and what it meant to do for Microsoft and how the whole PC, Graphics and Gaming landscape changed from it's introduction to failure. Read the whole article, recommended!
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#25 | ||
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,379
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Quote:
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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