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#1 |
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Junior Member
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4 visualizer= 4pixel,4 texel / CYCLE ???
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Majic12 |
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#2 |
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Me me me
Join Date: Apr 2002
Posts: 15,367
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sentences usually have a subject, a verb and an object.... then u can play around with it to create things called "statements"... u know, so people can actually understand what u're saying....
anyway, to stay on topic, we dont know fuck all about the PS3 visualiser, so why bother.... aint u the one who posted that thing about bump mapping on PS2? or was it someone else? |
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#3 |
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Senior Member
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Yes... the Visualizer has 4 pipelines...
A 4x1 configuration is possible... You clock that puppy at 1 GHz and that means 4 GPixels/s and 4 GTexels/s Not bad considering the FP and Integer power the 16 APUs present should bring to the table He is referring to the Visualizer chip shown in the Cell patent |
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#4 | |
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Naughty Boy!
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#5 | |
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Naughty Boy!
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Quote:
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#6 |
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Senior Member
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The GS could clock at 150 MHz using 2,560 bits e-DRAM and using 250 nm technology and no SOI, we are talking about 1,024 bits this time and using 65 nm technology with SOI...
Also the e-DRAM can be clocked a bit lower than the rest of the chip... if they really need it... |
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#7 |
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Member
Join Date: Jul 2002
Posts: 700
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It just seems odd to me that Visualizer (or GS3) would have only 4 pipelines. perhaps the patent was simply an illistration/example of how CELL could be transformed into a graphics processor.
Does that actually mean PS3's GPU will only have 4 pixel engines? even with the 1 GHz clock, it doesnt seem like much fillrate. I would tend think that Sony has not revealed the architechure of PS3's graphics processor yet. I was thinking at least 16 pipes (as much as GS in PS2 has) at 1 to 1.5Ghz with 1 texture unit each at least. if not, perhaps a new texture unit that can produce more than 1 texture/effect per cycle (like Flipper's TEV) 16 pixel engines * 1 or 1.5 Ghz gives us 16-24 gigapixels and at least 16-24 gigatexels if 1 texture unit per pipe and 1 texture per cycle. but I know Panajev will disagree saying that 4 gigapixels/4 gigatexels is enough with the integer/FP units of the APUs and PUs of Visualizer. |
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#8 |
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Senior Member
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dp
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#9 |
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Senior Member
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4 GPixels/s == 1.6x pixel fill-rate of the GS
4 GTexels/s == 3.2x texel fill-rate of the GS 1 GHz * 16 * 8 = 128 GFLOPS 1 GHz * 16 * 8 = 128 GOPS 4 GTexels/s = 1920x1080p * 60 fps * 32 ( over-draw ) This puppy can support an overdraw of 32x at 1080p... Or an over-draw of 10x with 3.2 texture layers per pixel in average... With micro-polygons each micro-polygon is likely to be single textured so the 32x maximum overdraw makes a bit more sense... |
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#10 | |
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Junior Member
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Quote:
for raytracing engine need 1920*1080*60= 120 megapixel/sec
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Majic12 |
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#11 |
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Senior Member
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120 MPixels/s * 32 overdraw = ~3.8 GPixels/s so ?
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#12 |
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Join Date: Apr 2002
Posts: 2,158
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Panajev2001a, I think your getting ahead of yourself. We don't know what the Visualizer's "Pixel Engines" are composed of.
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#13 | |
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Senior Member
Join Date: Feb 2002
Posts: 3,271
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Quote:
Since they are implying embedded image cache, I think its abit more than 1x1 config for each pixel engine. |
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#14 | |
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Join Date: Apr 2002
Posts: 2,158
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Quote:
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#15 |
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Senior Member
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The Image cache is not the embedded frame-buffer... we have e-DRAM for that...
That e-DRAM will be needed... high resolution textures, FSAA, 3D Textures, vertex buffers ( tons of micro-polygons flowing from the Broadband Engine ) etc... Pixel Engines: support for texture filtering ( up to tri-linear + anisotropic [256+ bits of texel data, might come in compressed format] ), up to 96-128 bits for color ( 24-32 bits per component ) and 32 bits Integer or FP Z-buffer, CLUT, S3TC or VQ ( might be done in software by the APUs... )... What do you guys think ? |
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#16 |
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Senior Member
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Unless you are allowing each pipeline inside the Pixel Engine to work on a different triangle ( the way I see it is 4 APU for each Pixel Pipeline ) you are going to face troubles using micro-polygons...
4-8 pixel pipelines in each Pixel Engine rendering a sub-pixel or pixel size triangle ? |
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#17 | ||
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Senior Member
Join Date: Feb 2002
Posts: 3,271
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Quote:
Quote:
If it is only 1x1 config, Pixel engine can write to the e-DRAM directly, or write to the external RAM. The Rambus stuff you mentioned gives more than enough bandwidth for 4x1 config. Once you use things for shadows. 4GPixel/s isn't alot even for 640x480. That Pixel engine, is most likely some enhanced PS2 GS. |
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#18 | |
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Senior Member
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Quote:
The External Rambus Yellowstone RAM will be busy enough loading data from the Blu-Ray disc and streaming it to the Broadband Engine and the Visualizer to be able to have the Pixel Engines render directly to it... It is only 25.6 GB/s Why would we need more than 1 pixel pipeline per Pixel Engine when most polygons could be 1 pixel or half a pixel in size ? The Image Cache is needed to cache textures ( and from which take them and filter them... maybe they are stored uncompressed here... ) and the tile of pixels and an on-chip Z-buffer of similar size to the tile of pixels that the Pixel Engine is working on ( say 32x32 or 64x64 for the tile size in pixels ? )... |
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#19 |
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Senior Member
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The Image cache is too small to cache textures and a full size frame-buffer and Z-buffer...
I think it will have an on chip tile buffer and Z-buffer ( both 32x32 or 64x64 )... no deferred rendering in HW, just tiling... |
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#20 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,769
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Quote:
And I haven't even counted integer ops :P Still sounds like not much? |
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#21 |
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Senior Member
Join Date: Mar 2003
Posts: 1,574
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Hey faf! Where are my E3 impressions????
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"I just don't see that Cell is revolutionary, except in its marketing impact," - Peter Glaskowsky - Chief Editor, Microprocessor Report |
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#22 |
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Senior Member
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Ahem... Fafalada... I think we will not see a 4 GHz Visualizer... a 1-2 GHz chip is more probable IMHO...
Still that is 8-16 GFLOPS and 8-16 GOPS per APU and thus 32-64 GFLOPS and 32-64 GOPS per pixel pipeline... I do not see as impossible things a ~4 GHz ( e-DRAM would be clocked at 1-2 GHz in this chip ) Broadband Engine and a 1 GHz Visualizer... |
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#23 |
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Senior Member
Join Date: Feb 2002
Posts: 2,769
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Pana, I was talking about FLOP/cycle (outside clock speed) (that 'S' at the end of FLOP was a typo that crawled in :P ). And I still assumed 1ghz at fill calc.
Either way, the point is that when you have so many ops per clock on a pixel the raw fill becomes much less of an issue. Chap, all in good time, I am still getting my bearings with time zones and work and what not. |
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#24 |
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Senior Member
Join Date: Mar 2003
Posts: 1,574
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I love you faf!
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"I just don't see that Cell is revolutionary, except in its marketing impact," - Peter Glaskowsky - Chief Editor, Microprocessor Report |
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#25 |
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Senior Member
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You liar... I saw you getting your groove going that nVIDIA party babe... all break-dancing Fafalada style
That is why you are SO tired Seriously, I agree with you on the fill-rate issue... what I think about is nthat if we used 1 pixel or half a pixel micro-polygons this power would be all for shading ( even with regular OpenGL pipeline... the Broadband Engine would do T&L )... |
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