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#1 |
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Tiled
Join Date: Oct 2003
Location: Kings Langley, UK
Posts: 2,675
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Since its launch last November, Sony's latest gaming platform has given early adopters trouble when attempting to play certain titles in 1080i/p. The console did not automatically upscale its video output to desired resolutions; it was up to either the game software to support these resolutions natively or for users to rely on the internal scalers of their HDTVs. Until now, this forced many people, developers and owners alike, to question the very existence of scaling hardware in the PlayStation 3.The keywords here would be “until now,” because with the latest PlayStation 3 software development kit (SDK) update, Sony has finally exposed part of the built-in hardware scaler to developers. Will this mean that most, if not all, future games will support output at 1080p/i resolutions? Moreover --and this is the question that owners of 1080i-only CRT HDTVs crave to see answered-- does this mean that current PS3 games may eventually support the native HD resolution of their televisions? Well, the answer requires some good old fashioned explanation, so let’s start already! |
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#2 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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Is it really hardware scaling, or are they simply playing tricks with the TMDS transmitter, RAMDAC, or maybe some I/O chip? E.g. mess with some clock timings so that each "pixel" is held for twice as long. I still doubt the "hardware scaler".
The resolution choice is curious, since it seems to suggest they're just going to double each pixel on output. While this will give you 1920 pixels on a scan line, it's more like a point-sampled magnification. |
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#3 |
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Remember
Join Date: Aug 2003
Posts: 2,031
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Do (m)any PS3 games use 2D art or overlays for menus, HUDs or whatever (do they support different aspect ratios at all for that matter)? If so, it is not simply a matter of rendering to a 960x1080 display buffer as the non-linear stretch will make such elements look atrotcious without remaking the art to suit the anamorphic upscaling. Thay'll basically have to redo the game to suit the faux aspect ratio.
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#4 | |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,879
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Quote:
DemoCoder: I wouldn't be surprised if it wasn't really a scaler per-se, although I *think* that's how it is being described to developers. We ran the story with what we knew - not with what we didn't. So hopefully we'll get to know more about this in the (near) future... Uttar
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#5 |
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Remember
Join Date: Aug 2003
Posts: 2,031
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Why? Having designed a game for both 4:3 and 16:9 doesn't necessarily imply that you can render to any arbitrary aspect ratio and still have it look all right after stretching in one direction. Doesn't games most games that display on 4:3 SD sets use either a narrower field of view or letterboxing anyway? Sounds to me like this will require (not insignificant) effort from the developers.
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#6 | |
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Regular
Join Date: Dec 2004
Posts: 5,670
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#7 |
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Member
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For the memory calculations for the front buffer: Why use 32bit if 24bit (or even less, like the Gamecube demonstrates with its 4:2:2 (IIRC) YUV front-buffer in main-memory) is sufficient?
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#8 |
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Senior Member
Join Date: Oct 2002
Posts: 2,444
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Can RSX do scanout from yuv or 24bit buffers? Old pc gpus sure couldn't (though I don't know about newer ones). I also think it's a bit strange there is no "real" hw scaler - geforce gpus sure do? Even a good old radeon 7000 had a hw scaler (aptly named RMX).
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#9 | |
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Regular
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Quote:
Jawed |
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#10 |
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Registered
Join Date: Jan 2007
Location: japan
Posts: 3
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It seems PS3 has hw scaler in RSX, but it can't down-scale well.
Note that 720p to 1080i is down-scaling vertically. |
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#11 | |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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Quote:
We chose to go with 32bits frontbuffers because it's the common depth used by most developers we asked about their frontbuffers. It also appear that there might be some aligment reasons explaining that choice of theirs.
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- 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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#12 | |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,879
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Quote:
Uttar
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#13 |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,293
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The scaling is horizontal-only at this time. I think what you're being thrown off by is the interlaced resolution being 'half' of what the framebuffer itself actually contains; as far as memory costs go, consider 1080i to be the same as 1080p. Field rendering would give you that situation I believe you're refering to, but PS3 can't go that route.
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Somebody set up us the bomb. |
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#14 | |
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Registered
Join Date: Jan 2007
Location: japan
Posts: 3
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Quote:
The scaling is horizontal-only at this time, because the down-scale is necessary for scaling the vertical direction (for 1080i TV), and PS3 seems have a problem there. And, the hw-scaler is sure to work when scanned out from the frame buffer. |
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#15 |
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Senior Member
Join Date: Jan 2003
Location: Toronto
Posts: 1,557
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Please excuse if this a stupid question........ does this have anything to do with HDCP, and perhaps a way to circumvent any licensing restrictions?
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on my way to becoming dark matter.......... |
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#16 |
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Regular
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Well, I admit I really can't tell which items of hardware are involved in the chain from backbuffer to display:
http://www.beyond3d.com/forum/showpo...&postcount=225 http://www.beyond3d.com/forum/showpo...&postcount=255 as it seems that PS3 is not using standard NVidia G7x hardware. Jawed |
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#17 |
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Naughty Boy!
Join Date: Jan 2007
Posts: 355
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Could they not make one buffer for the 1080p image, leave the 720p image in the buffer, but so it's right against the end of it. And start scaling, by the time the output buffer starts overlapping the 720p image it would already be done with that area. It a little at the end gets overlapped before it's used they could extend the 1080p buffer a bit more.
Thus using one 1080p (or slightly larger buffer) for both images |
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#18 | |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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BTW, Vy kept me wondering right up to the last half-sentence when he'd add his trademark ingredient. |
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#19 | |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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Quote:
I think if Sony really had a true hardware scaler, they would have enabled it at the OS level and it would not need SDK support, nor would it be only a "half scaler" My guess is, they came up with a trick for "scan doubling" the horizontal that would not require too much extra performance or developer headache (e.g. 960x1080 res) using some aspects of the RAMDAC or TMDS system. I'll admit, I'm not really sure how they're doing it, but I remember plenty of tricks you could do by playing with VGA clocks, so I would not be surprised if they are using some flexibility of the scan-out devices to implement this. The reason this smells like a hack and not a real hardware scaler is: 1) it requires explicit SDK support rather than being something you can just toggle on and off (a HW scaler would sit between the framebuffer and HDMI out and would not need explicit SDK control) 2) the idea of a HW scaler that can only deal with one dimensional axis, and requires a nice, even power of 2 resolution to scale is very strange 3) no one who has done teardowns of the PS3 has been able to identify any such HW 4) if Sony really had a HW scaler, they would be releasing PR press releases, it would be in the marketing materials/spec sheets, and they would not allow MS to get away with all of the attacks on PS3 resolution issues 5) It's really stupid to launch a console worldwide in a heated race with MS, already 1 year behind, and not fully reveal all of your HW capabilities to buyers. If you were already 1 year ahead, you might choose to keep secrets since you're in the lead and don't need them. But if you're playing catch up? Like the hopes and dreams of people who thought there would be an HDMI cable for the Xbox360, since there might be "secret" HDMI support or A/V pins on the 360 (again, why not launch with an HDMI cable accessory then if you went through the trouble of including TMDS hardware that is costing you on every box shipped!!) This "PS3 has a hardware scaler" issue will turn out to be a big myth IMHO, unless you want to play semantic games with the definition of "hw scaler" |
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#20 |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,293
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Demo I agree that whatever it is, it is not taking the normal form of what one would expect from a scaler, but that said at the same time I don't think teardown analysis is the thing that's going to prove anything one way or the other. Half the chips in there, the teardown firms have no idea what they are, and even now a southbridge chip that may or may not be Toshiba's Super Companion Chip is an utter mystery in terms of both its functionality and its size.
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Somebody set up us the bomb. |
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#21 |
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Mostly Harmless
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The whole thing does have a sort of Hardy Boys-ish "The Case of the Curious Hardware Scaler" feel to it, doesn't it? I suppose this puts Vysez in the Joe Hardy/Shaun Cassidy role?
The next time we're wrong won't be the first time, but we're feeling pretty good there's a real hw scaler in there. I suspect at some point we'll be able to revisit this one for a post-mortem, and I'm sure we all look forward to that.
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#22 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
And also how many modern GPUs that render to a 24 bit render target do you know?
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#23 | |
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Senior Member
Join Date: Jan 2003
Location: Toronto
Posts: 1,557
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Quote:
__________________
on my way to becoming dark matter.......... |
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#24 | ||
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Regular
Join Date: Dec 2004
Posts: 5,670
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Quote:
Quote:
My own theory, or one of them, is that Sony is cautious about what it enables or how it enables it because they have an eye on cost reduction. There may be hardware in there that allows for more, but they may have an eye on a point in time where it won't be there, or can be substituted for something cheaper (and perhaps less capable). So they're being careful about what they commit too. The other commonly presented explanation is software issues. I haven't a clue, it is very mysterious. |
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#25 | |
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