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#126 | |
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Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
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We use the facility in the army code, an SPU job is kicked off, this does a spatial hierachy job division. Each new sub job then does a localised AI/Physics update for the soldiers inside that small part of the battlefield. Per frame (in the army sections) we might have ~500 jobs, covering animations (DeanA the man with the details, but essentialy we batch something like 32 animation updates per job), army AI/Physics, rendering, procedural (i.e. hair & flags), frustra culling and clipping, etc.
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Riding the stormy ship called indie game development |
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#127 | |
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Junior Member
Join Date: Dec 2005
Posts: 27
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Unlikely, with the Xenos you can do very important and cheap operations for free (like changing constants), not with the RSX, so you can imagine that when we try to run the same asset + same shaders on both platform the latter blows up. |
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#128 | |
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Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
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Quote:
However we seemed to have worked around them, without any major SPU GPU work (I personally see too much SPU time on graphics as a waste, I want the SPU to make the game better).
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Riding the stormy ship called indie game development |
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#129 |
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Member
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this is a very useful information, can you elaborate more about those operations and the other things related?
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#130 |
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Junior Member
Join Date: Nov 2006
Posts: 23
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Maybe I'm wrong but vertex shader unit (in term of gflops/real performance) were not very very good. Some companies wanted to use GPU to help CPU in common tasks and don't achieve one tenth of the number given by Nvidia or ATI. So with all the power in Cell, it would very useful in games when coorectly used because :
8 vertex shader at 500 Mhz (or 550) versus 6 SPE at 3.2 GHz, that must make a difference, isn't it? |
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#131 |
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Registered
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This is a great thread. What a breath of fresh air from System Wars at Gamespot
I have a question... I don't know if this is the appropriate question to ask or not. Everywhere I read it says that the PS3 is crippled by the split-memory, and that developers are restricted to essentially 256MB from the GPU for textures, and that developers have a hard time with that, but what about the 256MB of system memory? Can developers go about and use that 256MB of system memory for textures, or is that not possible? Can someone clear this up, because I have not been able to find any conclusive answer(s) as to why this is such a huge problem (as said by certain people). Or is it even a problem? |
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#132 | |
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Member
Join Date: Nov 2005
Posts: 809
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#133 | |
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Member
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the simple scheme is DDR3<-->RSX<--------->CELL<-->XDR DDR3 can hardy used as main memory from the system (if it can ve used at all) from a dev perspective the texture flow from the memory have to be constant as possible, I thought that FB and textures are mainly stored in Vram, and other textures used less often can be stored in sysram I think this can put some serious limitations to the overall amount of critical-mission textures of the scene, but I'm not a ps3 dev plu some further limitations (I think of how hard can it be to rsx and cell to work on the same large data without duplicate this), so wait for some exact information by nAo, deanoC, joker454 and others for more educated and precise informations. |
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#134 |
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Member
Join Date: Nov 2005
Posts: 809
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All systems pose a challenge, no matter how good the programmer and dev-tools are. Xbox 360 may have the advantage over PS3 as being more programmer friendly, but that doesn’t elevate it from certain bottlenecks the system has. Balance is the key…
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#135 | ||
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Member
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never heard a single word about code which uses Vram, can you elaborate? Quote:
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#136 | |
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Registered
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Again, this is just what I hear, and take it with a grain of salt. I am not a dev. |
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#137 |
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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Any way you PS3/360 devs. can tell us exactly how much memory is free to use on either machine? I mean how much is locked and set aside for the OS?
Concerning texturing from XDR, is the latency really anything to worry about, since there is no way you are ever going to be able to splash all 256MB on the screen in any one frame in a normal game? Won't there be plenty of time to fetch textures between frames?
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Say all you have to say in the fewest possible words, or your reader will be sure to skip them; and in the plainest possible words or he will certainly misunderstand them. John Ruskin |
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#138 | |
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Member
Join Date: Jul 2005
Posts: 186
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Are you talking about moving the textures to the VRAM? if not you have a problem with the GPU cache size, you can't fech textures for the next frame because the cache is limited. |
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#139 | |
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Member
Join Date: Apr 2002
Posts: 572
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#140 | |
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Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
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And neatly hooking up with another question, texturing (note NV also consider other things as a texture fetch) from XDR is fine. The hardware is designed to cope with it fairly well, there are some caveats but they probably only become a problem with very simple shaders. The main problem you find, is that given up some of your precious main ram for graphics can be a hard pill to swallow.
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Riding the stormy ship called indie game development |
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#141 |
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Member
Join Date: Aug 2006
Posts: 315
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#142 | |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,477
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#143 | |
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Senior Member
Join Date: Dec 2006
Posts: 2,359
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(\__/) (='.'=) This is Bunny. Put Bunny into your sig to help him take over the world. (")_(") |
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#144 | |
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Senior Member
Join Date: May 2004
Location: Tokyo
Posts: 2,120
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To be able to get good results from this on a first gen game this is quite exciting! Hopefully other teams will pick it up fast too. |
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#145 | ||
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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I should also add that those were figures for one particular project. The other one has its proof-of-concept levels being enormous with really huge draw distances and very few occluded polys (lots of wide-open area), loads of full-screen effects, and so one... and we stick around 40 fps on that one -- 40 on the 360, that is. PC is lucky to get 30, and they don't have a PS3 build yet.
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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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#146 |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,309
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It's not 'broken' either as implied... it's just inaccessible to games.
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Somebody set up us the bomb. |
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#147 |
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Member
Join Date: Jul 2005
Posts: 186
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I heard that the PS3 SDK has a library for developing job systems for SPUs and that is quite powerfull. I don't know if Ninja Theory is using it as a base of their job system.
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#148 | |
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Member
Join Date: Oct 2005
Location: Cambridge, UK
Posts: 244
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Cheers, Dean
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Opinions I share here are my own, and should not be incorrectly interpreted as the views of SCEE, SCE, or Sony Corporation. |
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#149 |
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Senior Member
Join Date: Sep 2006
Posts: 1,365
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#150 | ||
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,714
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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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