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#26 | |
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Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
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But like this dev state the memory controler is share too so there can some concurrencies between the differents cores So it the same question if dev use the xenon as a multi core X86 state of the art core the xenon will perform really poorly. The same bad habits in programming yeld in bad results performance wize. Devs can manually manage the L2 cache and split it in regard to memory usage of the different cores. Xenon's code has to be handtuned for good results, the fact the design allow some poor coding is not a good news. Anyway any links or insight on xenon design are welcome the few threads here or around the web turn too quickly in vs thread to be interesting and the fact xenon is not supposed to be used outside the 360 doesn't help. Edit Sorry if it's slightly HT but I would like to open a thread about xenon but I don't have the knowledge to keep it alive.. I have a lot of questions, exemple: insomniac devs run collisions system on 2 spe and manage to keep everything smooth with 40 characters and a lot of projectiles. 2 spe equal the computational power of two altivec128 untis and use 512Kb of LS half of the xenon L2 cache. How this could be mapped on the xenon? why the same devs use two spe merory space (need of 512kb of LS)? computational power? how this is feasible on xenon? the same is feasible on a good X86 (with less computationaal power) I guess so I need technical and somewhat slightly trivial insights. (sorry I know I lake a lot of knowledge but I 'm sure some here can put together a not so trivial answer that me and a lot of others can understand I know it looks like vs question but it's really interesting questions and a good way to enlight designs strenght and weakness.
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#27 |
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Shazbot!
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Heh, a few of those quoted responses in the first post were in response to my post over there (fronn).
What I responded to didn't really sound like something a dev would say and contained a lot of fishy information, so I pushed it. If I had seen his posts in the "Ps3 hits 1 million mark" thread, I probably wouldn't have pushed it like I did (since those posts were a lot more level-headed). After his response to me, it seems like he definitely is a developer though... It wouldn't surprise me if he came from the PC world instead of the PS2 world though. I'm still in doubt about his 360 GPU always being superior claim (but if hes porting from 360, then it may not be so surprising). Would be interesting to see how a console with Cell and Xenos could have turned out though! Someone should drag him over here. |
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#28 | |
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Senior Member
Join Date: Dec 2006
Posts: 2,283
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(\__/) (='.'=) This is Bunny. Put Bunny into your sig to help him take over the world. (")_(") |
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#29 | ||
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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The guy who dominates that other thread (the CPU comparison thread) is clearly an armchair geek who thinks he knows a thing or two, but is really little more than a novice who's visited a few tech sites. Quote:
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Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
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#30 | |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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1. Because it was a port, going with a new HDR technique (like a colorspace format) wouldn't work due to needing to be redesigned. 2. So they have to choose: FP16 based HDR effects which are slower from INT8, FP10, Colorspace (e.g. NOA32), and so forth. We know this, G70 with HDR enabled in games that use FP16 blending and filtering do take a performance hit. So there is a drop in framerate + they cannot use MSAA. Or they can use INT8, gain some framerate back (which seemed to be important to them due to some issues they had porting their Xenos VS code to RSX), and use MSAA for a cleaner image. So for their deadline and game design it was either FP16 and workout the framerate issues or INT8 with MSAA and alleviating some of their framerate issues. Now, WHY they are having some of these issues is another story. Some of this is feature based. They are most likely using FP10 on the 360 and RSX just doesn't have a similar format. They may also have used some other features if the Xbox 360 was the lead SKU (probably not stuff like tesselation, streamout, heavy vertex texturing) but it wouldn't surprise me if they were using 3Dc for example for normals. There is always the possibility they are using fairly branchy pixel shaders or may have some heavy vertex work that may not port over well in a limited 2-4 month window; and he already noted the issues they had with the split memory pool. So if they have a game design where they really wanted MSAA and HDR using a FP format, have tailored their assets for specific features that run a little better on Xenos, and didn't give much though to UMA vs. NUMA, and didn't leave time to resolve these issues during co-development (e.g. NOA32 for HDR, more prortable assets with alternate designs that accent RSX strengths, designed their engine to work equally well with a NUMA design and taking account for texturing from XDR, and so forth), then getting asked to solve ALL these problems during crunch to get performance up to snuff could be very frustrating. It is no different than the first dev we hear frustrated and dissappointed that his sweet SPE algorhythm spanning 4 SPEs runs at like 20% on 2 Xenon cores, or a game using the PS3 as the lead platform with no/little thought to the 360, and then you try to port all your graphics assets, that may even be using some SPE libraries, and so forth. One could conjure up many, many scenarios where one of the consoles as a lead platform does a port and where the lead consoles strength was also the design bottleneck, and how that could be a problem on the other console. And yet they are very similar in some ways. The easy solution is to cut/add features as necessary, cut down detail (i.e. cut texture reslution by 50%, so your 720x720 texture becomes 512x512, not a big loss; similarly your 200x200 cloth mesh becomes 141x141), and so forth. This is one of the issues of being 2nd to market: everyone is already full steam ahead building stuff for the other guy, but as development matures developers will do a better job tailoring dev cycles to account for these issues. And even if joker is a joke, we can see that many Xbox to PS ports this fall did have some issues, especially with getting framerates up. Next fall? It could be reversed.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#31 | ||
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ea_spouse is H4WT!
Join Date: Feb 2002
Location: 53:4F:4E:59
Posts: 1,586
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Quote:
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"The sooner someone gets sued by Intel for violation, the sooner the patent can be revoked from orbit for gratuitous and wanton disregard for prior art and obviousness." ~TomF |
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#32 |
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Member
Join Date: Oct 2005
Posts: 273
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Perhaps I'm being silly, but they mention HLSL being compiled to both architectures. Surely this is the simplest give-away, HLSL is for DirectX (360) not OpenGL (PS3)! This is continuously mentioned (compile and run) throughout the posts. It's just another Xbot
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#33 | |
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Member
Join Date: Feb 2002
Location: Waterloo, ON Canada
Posts: 496
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(Sorry for being OT. Just had to vent a bit.) |
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#34 | |
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Regular
Join Date: Aug 2006
Posts: 6,748
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Blu Ray supporter eh? |
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#35 | |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#36 |
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Junior Member
Join Date: Nov 2006
Location: San Diego
Posts: 14
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The PS3 has CG, which is essentially identical to D3D's HLSL.
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#37 |
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Senior Member
Join Date: Sep 2002
Posts: 3,889
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#38 |
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meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,677
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That was a joke Rangers made about the state of things at AV...
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"Anybody can be a glutton, but only a true cyclist is a bottomless pit." - Ken Kifer (R.I.P.) "I think you'll find the improved video is a part of Sony's integration of the cutting edge Placebo technology. They've integrated it into all firmwares and this fabulous system provides all sorts of minor upgrades at very little developer cost. Great stuff!" - Shifty Geezer |
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#39 |
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Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
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archie4oz, thanks for your enlightnings
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#40 | |
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Hello :-)
Join Date: Sep 2005
Location: Cambridge, UK
Posts: 1,307
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AFAIK xenon does support FP16, but FP8? And doesn't xenos only go down to FP10? The quote would imply xenon is a typo, meant to be xenos? Or is it too late and am I confused..? [edit] I am confused.. It is too late :P I didn't see the second page and Monkeys responce |
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#41 |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,648
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Wow, this escalated fast. It's definitely exceeded my comfort zone though so I've used a new bogus email address to register here to make tracking me more difficult. I think I'm gonna stick to lurking from now on as I'd like to keep my job
"He is complaining about doing extra work to get performance to match what can be obtained on another vendors hardware." Not exactly. I prefer working with hardware that helps me, not hinders me. The more time I have to spend getting around hardware quirks/limitations means less time to add new cool features, and the longer it takes to get the game into your hands. There are some coders that love the challenge that quirky hardware poses. My preference though is to spend my time on making the best visuals and adding new features that were impossible on old gen. "Complaining about having to pre-cull geometry on the SPU before sending to the GPU... The fact that the Cell is good at that should be listed as a strength, but he cites it as a weakness because he does not want to spend the effort to tap that performance." Normally i would agree with you. In this case though it's not a strength, its a requirement because you have to do it to help the PS3 keep pace with the 360. Remember as well, we already lose one spu to redundency, and another to Sony. We're left with 6, but now we need to spend some of those to help the rsx. I'd far prefer using spu's for full cloth sim on all characters, collision code, animations, etc. I don't mind learning new hardware, me and others do it all the time. "...would not be surprised if ppl working on 360 and suddenly dropping their datasets onto RSX would not observe good numbers (and viceversa)" This is far more true going from 360->PS3 than the other way around, again assuming gpu to gpu only. The 360 isn't flawless to be sure. Having to tile because of the tiny amount of edram is a pain, and edram resolves while quick, can still add up (you don't need to resolve on PS3). Still though, I'm far more impressed with the 360's gpu and I'm comfortable saying that feeding an identical 3d scene to PS3 and 360 will result in better framerate on 360. "Who’s to say he isn’t jaded by his own personal feeling about Sony or it’s hardware." I have no allegiance to with Sony or Microsoft. In fact, the PS2 is my third favorite console of all time behind the NES and the 2600. "That and difficulty tuning his code seem to have him bitter. " Reading back my posts, I suppose I can see how I'd be viewed as being bitter. It's more a mixture of frustration and dissapointment I'd say. I'll never understand why Sony chose that particular rev of NVidia hardware. "The PS3 makes me work hard... screw that!" Heh, this one is slightly amusing. We work very hard I assure you "But at the same time he treats the GPU as both the beggining and end of the graphics subsystem, where we know in PS3 the Cell is set to play an ever larger role as tme goes on." That's part of the problem. I was hoping the gpu would handle itself like a modern gpu. Instead we have to use spu's to help it. The more spu's you have to use to help rsx, the less you have to spend on cool gameplay items like physics simulations. "nyhow, I found many post by this guy (with the same residing area and screen name) asking some of the simplest questions on how to hook up his tivo to his TV. Or what’s the difference between optical audio cables and coax digital audio cable. To me even a guy with his background can figure that out by himself." That's definitely not me. We've had tivo since 2000, and I have numerous components with either coax or optical digital out which I can hook up myself thanks "What I responded to didn't really sound like something a dev would say and contained a lot of fishy information, so I pushed it." Ya, my first few posts were kinda ******-ish, I probably shouldn't have done that "His concern over vertex attributes are very avoidable in various ways (many of which trade shader cycles for data, but since the shader instructions often don't cost you as much, it's often worth it)." This only partly helps. It's true that in many cases is faster to just recalculate things in the vertex shader rather than passing precalculated data via vertex inputs. We already do this here and there, using PIX on a case by case basis on 360 to see where it makes sense, and likewise benchmarking PS3 to see how it likes it. But that only gets you so far. Bottom line, a next generation game uses lots of lookup maps for a variety of effects, which leads to lots of vertex inputs. Of course there are ways to simply this like packing your data, combining maps so some uv's can be tossed, etc. But you will still hit the vertex delays on rsx because some like 'position' and 'normal' are a must, so you don't have much room left to play with. "Though I'm not sure why he's so hot on FP8... I would at least assume he meant FP10." That's a typo on my part, 2/10/10/10 is the floating point format we need (FP10). "There is always the possibility they are using fairly branchy pixel shaders or may have some heavy vertex work that may not port over well in a limited 2-4 month window" Our shaders are very expensive. But then again, they look really good, and that's what nex gen is all about In the end my beef is with the PS3 gpu which I still feel is disappointing compared to the 360's. I have no beef with Sony or the PS3 itself. To make a nex gen game that looks of gears of war quality needs three things. Great shaders, more geometry, and lots of lookup maps. RSX has a hard time with all of those. It seems like an odd choice to me to go head to head with 360. "we can see that many Xbox to PS ports this fall did have some issues, especially with getting framerates up. Next fall? It could be reversed. This may very well be true! We'll have to wait and see. Spu's will help, I'll know more once I code for them in the new year. |
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#42 |
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Shazbot!
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#43 |
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Itchy
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
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Most silly comments you can ignore joker. I hope to see your input a lot more in these forums.
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#44 |
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Senior Member
Join Date: Sep 2006
Posts: 1,365
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welcome to the boards joker! thank you for replying in a sensible, intelligent and mature manner to some of those that were a bit hasty in their replies.
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#45 |
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Senior Member
Join Date: Dec 2006
Location: In front of the PC.
Posts: 1,063
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Wow.
80% of what you said Joker made very little sense to me but I'm still glad you came and posted. I don'tt hink there's quite a board like tihs one on the web.. Welcome aboard from another 2600 fan! Peace.
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"Life is only but a long moment." -Moonwolf |
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#46 |
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Junior Member
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nm.
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#47 | |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,293
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Since this piece of text you responded to is my own, I'll respond only to this. Firstly I understand your angle here. But from a practical standpoint, the RSX indeed does function like a modern GPU. It *is* a modern GPU. It is not Xenos, but then again Xenos is... ultra-modern? Not that it doesn't have it's own constraints, however. But I don't see the point in feeling 'disappointed' in Sony/NVidia in this regard. For better or for worse, it is simply the case that ATI and Microsoft had corporate strategies that more closely aligned to one another in their coalescing around the R500 project than Sony and NVidia did on their own end. ATI had already begun development on unified architectures, and for some effort customizing it to the world of consoles, MS was going to essentially fund a whole lot more. Sony signed up for what at the time would have ideally been a chip to ship in March of '07; and that architecture was G71 derived. If they had an original timeframe of Fall '07 instead, maybe the RSX could ave been a little more exciting - who knows? But I don't think the lowered count to 6 SPEs should be a cause of concern for you; as the knowledge base expands, it should be more than enough for you to get your cloth sims in there and address any geometry shortfalls you may feel exist with RSX. It's like you said; you haven't tried them out yet. Give 'em a shot next year and see how you like them. Anyway, I wouldn't worry about losing your job for posting here... nobody else has! I think you'll find also that this is a more appropriate venue overall compared to AVS in which to have your ideas both challenged and applauded on their merits.
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Somebody set up us the bomb. |
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#48 | |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,293
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Somebody set up us the bomb. |
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#49 | |
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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We considered reducing the total number of UV channels coming into the vertex shaders, as well as double-packing them (two UV coords in each 4-vector, so you only use 1 attribute to get 2 UV coords)... that works out well for us, especially since 90% of our assets only uses 2 UV coordinate sets, all of which are 2d (even though having 10+ maps isn't out of the ordinary). Characters almost never have more than one. Things like layered blends were all done using different tiling factors on the same UVs. The real hit we take for these kinds of arrangements, though, is that a lot of materials carry a lot of constants with them. Still, while it sounds restrictive as opposed to "more maps = more UV sets", it also just so happens that there's no motivation to suggest we need to expand further. In general, though, the things that help the most aren't so much data format, but really trimming what you send. Z-prepasses, software skinning/progressive meshes, etc. And this is all a win on the 360 as well, since the vertex throughput rate on the same geometry with Xenos is hardly all that impressive there either. I'm not about to say that the attribute read rate of RSX isn't among the crappiest hindrances to progress, but you make it sound like having to free-climb over the Great Wall of China.
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Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
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#50 | |
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Hello :-)
Join Date: Sep 2005
Location: Cambridge, UK
Posts: 1,307
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were you doing: binorm = cross(tangent.xyz,normal) * tangent.w; // where tangent.w is 1 or -1 ? |
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