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#76 |
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Member
Join Date: Jul 2005
Posts: 315
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ad hominem attacks aside, I think nAo is at least speaking generally about the fact that anyone could also concoct as many examples that could run badly on xenos as there are for PS3. The author could have used half of the truth to say that xenos is more powerful than RSX.
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Amuro Namie |
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#77 |
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same curiosity for me
I just believe mostly to a multiplatform dev than a platform-bounded dev when it came to a comparison between the good and the bad of the two systems I hope to see here more persons that have really worked with xenos and xenos, in order to have some right informations about this hardware. |
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#78 | |
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Join Date: Jun 2005
Location: Gravity Always Wins
Posts: 6,169
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#79 |
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Join Date: Nov 2006
Location: SoCal USA
Posts: 843
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#80 |
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Join Date: Dec 2005
Posts: 27
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#81 | |
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#82 | ||||
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Join Date: Mar 2005
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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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#83 | ||
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Regular
Join Date: Jun 2005
Location: Gravity Always Wins
Posts: 6,169
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I don't understand why some appear upset that Joker has said that RSX is vertex limited. Did they not expect some trade offs compared to Xenos? People have been mentioning here for a year that cell would be helping RSX. Only now when we can compare systems based on designing for multiplat games do we find that it needs to help RSX to equal Xenos in some areas. That reduces some of what Cell can do in other areas, but MS made similar trade offs when they invested heavily in making Xenos powerful (easier?) but do not have a beast like Cell in their system. Quote:
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#84 | ||||
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,710
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How can you match it on PS3 when you have less available memory to work with? You can argue vertex tricks here, packing tricks there. But when it comes to memory, the only choice is to start half sizing textures. Further, the 360 is more flexible when it comes to texture formats. For example, we can use compressed normal maps on 360 to save even more memory, we can't do this on PS3. Much of our time was spent just getting the game to fit in PS3's available memory. You can use DXT1 or DXT5, but only DXT1 stays compressed in the PS3's texture cache so using DXT5 incurs a performance hit. Further yet, on 360 because its shader units are unified, we can allocate more to pixel processing or vertex processing if we're more performance heavy on one or the other. No such option on PS3 because its shader units are fixed. I'm sure you can argue that there exists trick x, y and z to get around some of these issues. But on 360, we can use tricks *and* leverage the natural advantage that its gpu gives us. Quote:
I fully agree....the dev tools on 360 are miles ahead of the tools on PS3. I definitely disagree that PS3 is matching 360 now. I honestly don't see this at all, and judging from side to side comparisons, neither do others. Am I wrong on this? I'll let others chime in with their opinions. 360 will get much better as well. You'd be surprised how few games are actually using all 6 hardware threads on 360. |
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#85 |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,309
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I'm going to add to this... that let's let others chime in with their educated opinions. There's already some tension starting to enter the thread; let's all try to keep it civil and on-topic.
(Joker though I'm quoting you to post that, understand that it wasn't directed at you.)
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Somebody set up us the bomb. |
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#86 | |
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Senior Member
Join Date: Jan 2003
Location: Toronto
Posts: 1,557
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How much improvement are you getting?
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on my way to becoming dark matter.......... |
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#87 |
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Senior Member
Join Date: Mar 2002
Posts: 3,674
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Just wondering, how does Cell stand to help RSX? What does it add to the graphics? More polygons? Is PS3 going to be another PS2 style console (but to a far lesser extent), inferior textures but particles and polys up the wazoo?
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#88 | ||||
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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I think the nature of the fact that modern graphics demands the creation of textures that aren't just about appearances but also about parameters for larger computations means that artists need to be more technically inclined than they used to be a few years ago. When they are, it turns out to be a very good thing. 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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#89 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,036
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#90 |
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Senior Member
Join Date: Feb 2002
Posts: 2,036
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I expect games to always use automatic load balancing, but they will nudge the chip in one direction. I'm not sure if Microsoft has exposed a way to forego automatic load balancing completely.
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#91 |
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Senior Member
Join Date: Feb 2002
Posts: 2,036
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Can you give any details on why this might be the case? Tests? Or are you considering the "24" pixel ALUs of RSX to be superior to the 48 ALUs (minus a few for VS work) in Xenos?
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#92 |
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Member
Join Date: Jul 2005
Posts: 676
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I would like ask if any the devs have seen instances in a game that the Xenos has used all of it's SIMD units for pixel work at any given clock? Same question for vertex work.
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"The most rewarding part was when he gave me my money" |
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#93 | |
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Member
Join Date: Feb 2005
Posts: 836
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dedicated to fragment processing and texturing.
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stagnation culminates from complacency |
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#94 |
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Member
Join Date: Nov 2005
Location: Who knows...
Posts: 583
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#95 | |
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Member
Join Date: Feb 2005
Posts: 836
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If I misunderstand ShootMyMonkey is of course free to correct me.
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stagnation culminates from complacency |
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#96 | |
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Member
Join Date: Nov 2005
Location: Who knows...
Posts: 583
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Edit: To not just sit here adding noise to the thread (or attempt avoiding it, at least): Can one really separate texture sampling, or any of the other fixed function/programmable sections of the "pipeline" from fragment processing? Texturing is one of the primary means of reading data into the fragment processing pipeline, the ALUs being the primary means of manipulating those data. I can't presume to know specifically to what SMM was referring, hence my (needless) blurb of a comment. However, it's not a simple case of "oh, you're texture limited"--to then be passed off so easily. We've seen the heavy math:tex ratio of Fran's postprocessing shader as compared to what may be more standard on PS3 or a PC GPU. Amongst the numerous performance presentations by MS are notes regarding how you handle texture fetches (i.e, when and where they're called for, balancing out with register usage), packing in more math, etc. There were several events, and Jawed had a few posts IIRC. It's probably not an ideal scenario, and one probably has to either cater to one and suffer performance penalties on the other (both ways! Texture fetch-related penalties on Xenos and a wasting of texture fetches on RSX), sit your shader somewhere in the middle and not extract everything from either one, or tailor the shaders to each GPU. But, as you said, if the developers haven't already become completely sick of this thread, they'll (hopefully) correct any/everything there. |
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#97 |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,710
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This is a more accurate way to word it. We get very limited control, but we can nudge it either way. The PIX gpu tool lets you know which way to nudge it, and even gives you a % estimate of speed improvement. In our case we did nudge it and did see an improvement, but I won't get into specifics. PIX is quite a marvelous tool indeed. A similar tool is being written for PS3 but we don't have our hands on it yet.
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#98 | |
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Naughty Boy!
Join Date: Mar 2004
Posts: 805
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#99 |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,710
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Here's a quick way to explain it. A 3d scene may have 1 million+ verticies in it and the 3d hardware normally processes them all. Thing is, often a huge chunk of those aren't really needed because they are occluded, facing away from the camera, etc. In PS3's case, the spu's in Cell are actually very well suited to looking at the verticies of a scene and throwing away those that aren't really needed. So, Cell basically helps rsx by reducing its workload.
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#100 | |
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Senior Member
Join Date: Sep 2005
Posts: 1,251
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In addition, who are these "other devs", and what credibility to they offer over nAo? For the most part, I think devs, especially, those with more even experience in both machines (or in general?), are usually not the ones to point out advantage in either machine... |
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