Welcome, Unregistered.

If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Reply
Old 08-May-2002, 16:15   #51
MfA
Regular
 
Join Date: Feb 2002
Posts: 5,227
Send a message via ICQ to MfA
Default

Quote:
Originally Posted by V3
If they indeed manage to remove, client/server relation like they said they are aiming for, that's going to be huge.
Where did they say that?
MfA is offline   Reply With Quote
Old 08-May-2002, 18:44   #52
Dave B(TotalVR)
Member
 
Join Date: Feb 2002
Location: Essex, UK (not far from IMGTEC:)
Posts: 491
Send a message via ICQ to Dave B(TotalVR)
Default

Well ben, a 128bit bus would have to be operating at 3Ghz for 50GB/s of bandwidth. That aint gonan happen, you need at least a 256 bit wide bus but then you are still talking 750Mhz/1.5ghz DDR memory. 325Mhz QDR with a 256bit wide bus would manage that, the expense would be rediculopus though. Wider busses increases the minimum amount of memory chips you can have too which will also drive up expense.

Dave
Dave B(TotalVR) is offline   Reply With Quote
Old 08-May-2002, 19:08   #53
Joe DeFuria
Regular
 
Join Date: Feb 2002
Posts: 5,951
Default

Ain't gonna happen? Price will be ridiculous? Don't underestimate the mother of invention: necessity.

Think back about 5 years ago, as ben was saying. At the time, the best single chip solution, bandwidth wise, was the Riva 128. 128 bit, 100 Mhz, SDRAM.

Approx 1.6 GByte/sec.

Now, if five years ago, I told you we would have 10 GB/sec by 2002, you would probably answer the same way you are now: ain't gonna happen...too expensive...to complex. All the same arguments about complexity, chip density, traces, etc. you make now would have applied then too. The "impossibility" of affordable raw bandwidth is what the PowerVR / Deferred rendering camp was pretty much counting on to bolster the future of the bandwith saving technology. Raw bandwidth simply would not be remotely affordable to keep up with GPU demand.

But don't feel bad. There weren't too many people 5 years ago (myself included) that probably though 10 GB/sec with "conventional external ram" would be a reality today. Microsoft's entire Talisman project was based on the "no way will that kind of bandwidth be affordable any time soon" belief.

But here we are, 5 years later sitting on 10 GB/SEc, and reportedly on the virge of 20 GB/sec.

50+ GB/sec in another 4-5 years time? I wouldn't be surprised at all. That's not to say I think it will be an easy road, but it seems that every time we think we've hit a "bandwidth wall" the past 5 years, IHVs have found some way through it.
Joe DeFuria is offline   Reply With Quote
Old 08-May-2002, 19:08   #54
Teasy
Senior Member
 
Join Date: Feb 2002
Location: Newcastle
Posts: 4,568
Send a message via ICQ to Teasy
Default

Quote:
For RAM, five years ago we were dealing with ~1.4GB/sec bandwith for video cards vs 10.4GB/sec for today(actual numbers, I checked ). That would put high end vid card RAM at about 70GB/sec and all of that is keeping a 128bit bus
Maybe five years ago yeah, but XBox will need to be ready to go in about 4 years from now.. its specs will certainly need to be finalized in less then 4 years.

4 years ago 2.75gb/s was the highend video bandwidth, today its 10.15gb/s with DDR, around 8gb/s effective since DDR is less efficient then SDR. Theoretically bandwidth for the highend has increased by 3.7 times in the last 4 years, meaning 37.5gb/s for highend ram in 2006. Effectively its increased by about 2.9 times when factoring in the fact that DDR is not actually twice as fast as SDR. I think 30-35gb/s is a decent guess for 2006. 50gb/s sounds over the top to me and frankly 70gb/s is insane IMO . Unless you expect us to have 560mhz 512bit DDR ram less then four years from now?.. I don't.

Quote:
1080i is 1920x1080 interlaced. I was also figuring for 64bit color, the memory limitations aren't the same as moving to 32 from 16 as there is no need for greater Z accuracy.
Yeah I realise that, still at 1920x1080x64 4xFSAA with a 32bit compressed Z-buffer and around 5 overdraw at 60fps we're still looking at around 28gb/s only for the framebuffer and Z-buffer. Now add CPU bandwidth. texture bandwidth, geometry bandwidth ect. If your right about 50gb/s for highend video ram in 2006 then XBox 2 is going to need that highend ram for those settings (also what if people want to move to 100fps for consoles?).

However as I've said I don't even agree with 50gb/s video ram in 2006. Even if I did the cost factor is still their as we're talking about XBox 2 using highend cutting edge 50gb/s ram (that I don't even think will excist ). With a PowerVR design it could do 1920x1080x64 4xFSAA at 60fps (outputing at 32bit) with only 500mb/s bandwidth for the framebuffer and no Z-buffer! Which means it could use extremely low end ram, or normal low to mid end ram which means a large price difference as well as having loads more bandwidth available for textures, CPU ect. You could even output in 16bit and take the bandwidth needed down to an incredible 237MB/s, and you'd still have done all rendering at 64bit so it would still look quite good.

Quote:
SpyHunter actually looks better on the PS2 then it does on the Cube or Box.
Opinions I've heard say that Xbox looks best, GameCube second and PS2 third.

Quote:
VIA as a CPU provider, right now their best CPU can't keep up with the XBox's unit(FPU), let alone what was available eight or nine months ago.
Their still improving though, in 4 years they should have caught up quite a bit, not all the way with AMD and Intel obviously but they wouldn't need to.

Quote:
For the K3 being better in fill intesive situations on a TV for today's consoles- 18,432,000 pixels per second, at 60FPS. How are you figuring an advantage? The Kyro3 will be doing nothing with its pixel pipes for longer then the XB?
I was talking about 640x480x32 4xFSAA not just 640x480x32. Also your not factoring in overdraw. With the limited shared main memory bandwidth available to XBox the Kyro III would push allot more fps and leave more texture bandwidth left over. As well as being a cheaper chip. You could even use higher FSAA levels like 8xFSAA and still only need the same 500MB/s for the framebuffer and no Z-buffer!

Quote:
VIAs North and South bridge aren't as good as nV's XB solution, and also you have to add the cost of the graphics chip along with a sound chip and the bridge chips, increasing the amount of chips you need per unit.
I'm not sure what you mean here, wether Nvidia do XBox 2 or IMG/VIA their's always going to need to be a North/South bridge as well as a CPU and graphics and sound chips.. so what's your point here? What I'm saying is VIA (partnered with IMGTEC) have everything covered, they can do great motherboards and have allot of experience in that area, they are moving forward in CPU design, they'd have graphics and sound from IMGTEC, they could produce just about everything needed for XBox 2 by themselves.

Quote:
I am assuming they will be pushing for strong OpenGL support with their next console, neither ATi or IMG are known for that(although that could open the doo for Creative with their 3DL acquisition
Why would they be pushing for strong OpenGL support in their next console? As for IMGTEC not being known for OpenGL support, until they were known for poor OpenGL support, but Kyro changed that, Kyro II's OpenGL drivers are very impressive.

Quote:
Now, if five years ago, I told you we would have 10 GB/sec by 2002, you would probably answer the same way you are now: ain't gonna happen...too expensive...to complex.
We don't have 10GB/s though, theoretically we do, but in effect when compared to SDR ram DDR is not twice as fast. We have more like 8GB/s bandwidth now when compared to the 1.56gb/s we had 5 years ago or the 2.75gb/s we had 4 years ago (and I think that's being generous to DDR's efficiency).

I suppose in 5 years 50GB/s could be possible as highend cutting edge video ram (more like 40gb/s thought IMO), but certainly not in 4 years or even less IMO. Were most likely looking at 35GB/s at the start of 2006 IMO... maybe 40GB at most at the very top end.
Teasy is offline   Reply With Quote
Old 08-May-2002, 19:32   #55
MfA
Regular
 
Join Date: Feb 2002
Posts: 5,227
Send a message via ICQ to MfA
Default

If bandwith was not an issue we would have perfect quality edge anti-aliasing, developers wouldnt need to worry about structuring everything right to hit the caches ... etc etc.

Just because the hardware and software is adapted to deal with the available bandwith does not mean we would not be in a far better position with more of it right now.
MfA is offline   Reply With Quote
Old 08-May-2002, 19:47   #56
Tahir2
Itchy
 
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
Default

Quote:
Think back about 5 years ago, as ben was saying. At the time, the best single chip solution, bandwidth wise, was the Riva 128. 128 bit, 100 Mhz, SDRAM.
Riva TNT was using 90MHz SDRAM so I don't know where you got your figures for the Riva 128... sorry had to nit pick

Necessity X Cost
/ Technological Feasible Level = Real World Specs(RWS) rather than Peak Performance Specs(PPS)

:P
Tahir2 is offline   Reply With Quote
Old 08-May-2002, 20:11   #57
Joe DeFuria
Regular
 
Join Date: Feb 2002
Posts: 5,951
Default

I didn't say bandwidth wasn't an issue. Nor did I say we wouldn't be in a better position if we had a part that used it more "efficiently". I've been begging for someone *cough, PowerVR, cough* to build a deferred renderer that utilized the latest memory available for what, 5 years now?

I am only stating that many seem to paint a "bleak" picture for available raw bandwidth for the future. They have been painting this picture for the past 5 years, making the argument for architectures like deferred rendering sound more like a "necessity" than an "improvement" when advancing graphics performance. At this point, one has to start questioning if the bandwidth "wall" will actually happen, rather than assume it will happen in the near future.

Quote:
Riva TNT was using 90MHz SDRAM so I don't know where you got your figures for the Riva 128... sorry had to nit pick
Heh...how about this for a blast from the past:

http://www.anandtech.com/showdoc.html?i=65

Riva128 was using, 128 bit, 100 Mhz S(D/G)RAM. And actually, although the original TNT core was clocked at 90 Mhz, The ram was clocked at 110. Be careful when you nit-pick!
Joe DeFuria is offline   Reply With Quote
Old 08-May-2002, 21:48   #58
MfA
Regular
 
Join Date: Feb 2002
Posts: 5,227
Send a message via ICQ to MfA
Default

I dont know "they" so I cant speak for them. The bandwith "wall" never went anywhere, its always been a bottleneck and will be for a while yet.

The success or failure of given specific chips prooves nothing but their individual quality, you can try to extrapolate that to the quality of the underlying principles of the architectures ... but in the end your extrapolation is no more rooted than my speculation IMO :) Cant proove the negative and all that.
MfA is offline   Reply With Quote
Old 08-May-2002, 22:09   #59
Joe DeFuria
Regular
 
Join Date: Feb 2002
Posts: 5,951
Default

Quote:
but in the end your extrapolation is no more rooted than my speculation IMO
Absolutely! Question though, if you're not "one of them" what exactly is your speculation? Simply put, my own extrapolation is that bandwidth will be "no more of a problem in 5 years, than it is a problem now." Meaning, "traditional" immediate mode type renderers will continue to thrive for the forseeable future.

That's not saying that bandwidth isn't a problem now. Of course it's a bottleneck. But the point is, the situation doesn't seem to be getting progressively worse with each generation of product. (That was the thought 5 years ago.) "Effective Bandwidth" has kept up with increasing demand from GPUs.

It kinda reminds me of Moore's law. No one claims that transistor density isn't a "problem." That's the bottleneck for more powerful processors. And every year it seems there's a new "wall" placed on fabrication processes. "After XXX microns, we'll be hitting a wall and will need some new radical approach to increase transistor density". And it seems every year that point gets pushed further away as new evolutionary ways are discovered and implemented.
Joe DeFuria is offline   Reply With Quote
Old 08-May-2002, 23:03   #60
Tahir2
Itchy
 
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
Default

I stand corrected Mfa

... my bad

Since this is 3D Hardware and not just related to Consoles on the PC side I think the AGP bus is fast becoming the next hurdle.
Tahir2 is offline   Reply With Quote
Old 08-May-2002, 23:12   #61
Tagrineth
SNAKES... ON A PLANE
 
Join Date: Feb 2002
Location: Sunny (boring) Florida
Posts: 2,512
Send a message via AIM to Tagrineth Send a message via MSN to Tagrineth
Default

High-end five years ago was Voodoo2 with three 64-bit 100MHz EDO DRAM channels... that's 2.4GB/sec.
__________________
For Great Justice
Move Every 'Zig'
Tagrineth is offline   Reply With Quote
Old 08-May-2002, 23:20   #62
Vince
 
Join Date: Apr 2002
Posts: 2,158
Default

Quote:
You make the exact same mistake that Sony does, assuming that an impressive set of techical specifications in the abstract sense makes for a better console
Heh.. that was MS marketing and their comparason graphs in 2001.

Quote:
As far as using a "whopping" TFLOP for a rasterizer, I have to assume you've never worked with software rasterizers at any length(high end packages). Using a title like MDK2 which features a pure software rasterizer, although extremely primitive by comparison, a GHZ x86 CPU pushes 1%-2% the framerate that a GeForce1 SDR does, and even then(when using hardware) the limit is still CPU based as the processor can't push the game code fast enough.
Umm.. no. Thats perhaps the most rediculous comparason possible. MDK2 wasn't designed for a software rasterization pipeline and it shows. It [in software] is just emulating the hardware (OGL) specs that they designed to and calls that use...

Remember 'Termite Games' - I think a programmer from their used to post here. Their DVA engine, back a year or 2 ago... may have changed, comes to mind because it used a basic CPU and some agressive visability and culling to show onscreen polygon counts and dynamic lighting way ahead of it's time. Nobody's designing for a fully software drived 3D pipe, yet... So comparing games with 'software' support is just wrong.

Do you not read my posts? I don't even think they're will be fragment shading in 5 years, so wheres the problem? Sonys backing the Stanford based, Real-Time High Level programmable Shading project... my guess is they're doing that for a reason.

Besides, if your drawing a 80,000 polygon mesh/character, whats wrong with shading at a per vertex level? When the size of the average polygon nears that of a pixel, your almighty hardware rasterizer breaks down [Without massive design philosophy changes] and you can achieve sub-pixel accuracy with vertex shading.

http://www.itworld.com/Comp/1437/itw...-12_supercomp/

PS. CELL looks to be low-k di-electric, CU interconnects, SOI on a sub-0.1um. The 0.10um SOI that was liecensed was later stated to be the processed used in the combined Emotion Engine-GS chip.
Vince is offline   Reply With Quote
Old 08-May-2002, 23:27   #63
Vince
 
Join Date: Apr 2002
Posts: 2,158
Default

Quote:
Since this is 3D Hardware and not just related to Consoles on the PC side I think the AGP bus is fast becoming the next hurdle.
What ever happened to HOS? Was all the rage, then slowly died out.... Need more modern generation cards out there I guess.
Vince is offline   Reply With Quote
Old 08-May-2002, 23:39   #64
archie4oz
ea_spouse is H4WT!
 
Join Date: Feb 2002
Location: 53:4F:4E:59
Posts: 1,586
Default

Quote:
You make the exact same mistake that Sony does, assuming that an impressive set of techical specifications in the abstract sense makes for a better console.
Do they make that mistake? The 'numbers' delivered are rather solid numbers based on specific cases of what the hardware 'will' do. MS has done no different really, and Nintendo's numbers don't mean a whole lot because it's just a guess what they believe developers will attempt to acomplish. In end, advertised numbers are just their for consumption of platform fanboys.

Quote:
Let's look at the EE vs the P3 used in the XBox, absolute and utter obliteration for Sony, yet they still get whipped in the graphics department and cost more to develop for.
This is a bit of a reach because you're basing the judgment of a discrete peice of silicon based on the product of the whole?

Quote:
PS3 should amplify this greatly.
"Should" or "could?"

Quote:
This is a much worse scenario then the PS2, there they were using a modified MIPS processor which is something developers had been working with for many years and even then it is taking them years to get the hang of it.
I think you have a bit of a misunderstanding of where the difficulties of the PS2 lie. Even with the funky register layout, and MMI instructions, the MIPS based EEcore is hardly something developers are having difficulties with (if they are then they have other serious issues to work out).

Quote:
If MS was going to try and build a high level API from scratch for a chip that wasn't even built yet for XB2 I'd be saying the same thing about them.
Well to some extent they are with DX9 (as is OpenGL 2.0)

Quote:
As far as using a "whopping" TFLOP for a rasterizer, I have to assume you've never worked with software rasterizers at any length(high end packages). Using a title like MDK2 which features a pure software rasterizer, although extremely primitive by comparison, a GHZ x86 CPU pushes 1%-2% the framerate that a GeForce1 SDR does, and even then(when using hardware) the limit is still CPU based as the processor can't push the game code fast enough.
Well the problem with this assumption is you're using an x86 processer (well actually the PC architecture as a whole + software environment) as a basis for an argument for against designing hardware for target that poses almost none of the design constraints face by those designing hardware for the PC market or products that are going to share architectural aspects across various markets.

You're also contradicting yourself a bit by extolling the virtues of a "fully" programmable GPU vs. a software rasterizer (assuming you're talking about total rasterization and not just setup), since code running utilizing a "fully programmable" GPU is essentially a software rasterizer in itself (excepting certain fixed-functions like setup).

Quote:
Trying to emulate pixel shaders on a CPU you will be closer to 0.1% of comparable time frame dedicated hardware, which means you would be slower then dedicated hardware several generations old.
Could you elaborate more on what you're trying to point out there? It's seems a bit too much of a broad generalization.

Quote:
Looking at the TFLOPS/GFLOPS numbers for a CPU v a rasterizer is useless as dedicated hardware needs a lot less operations to complete the same task that a CPU does.
I think you really need to realize just how much computation a teraFlop is... Neither the GScube (the 16 that I've used, and the 64 that I've seen, but not used), nor the SX-4 and 5 that I got to mess with in school were acheiving even half that much computation. And I have yet to see anything done in real-time on any current GPU that comes close (the P10 will be interesting though).

Of course I won't get into whether Sony/Toshiba/IBM (STI? ) can actually create a 1TFLOP part or not.

EDIT: I see Vince responded in better detail...
archie4oz is offline   Reply With Quote
Old 08-May-2002, 23:42   #65
Joe DeFuria
Regular
 
Join Date: Feb 2002
Posts: 5,951
Default

Quote:
High-end five years ago was Voodoo2 with three 64-bit 100MHz EDO DRAM channels... that's 2.4GB/sec.
Well, first of all, Voodoo2 was 4 years ago. (February, 1998). Second...to be exact, it was three 64 bit 90 Mhz EDO DRAM channels.

Third, if you are going to say that, we might was well doble that to six 64 bit 90 Mhz modules (4.8 GB/sec), due to V2 SLI.

Most importantly though, I'll repeat with emphasis:

Quote:
At the time, the best single chip solution, bandwidth wise, was the Riva 128. 128 bit, 100 Mhz, SDRAM.
I certainly agree that multi-chip, and multi-board configurations, is one way to attack the problem. But I'm purposely limiting the comparison here to "bandwidth per single chip" to have a somewhat apples-to-apples comparison.
Joe DeFuria is offline   Reply With Quote
Old 09-May-2002, 00:23   #66
MfA
Regular
 
Join Date: Feb 2002
Posts: 5,227
Send a message via ICQ to MfA
Default

My point was that you are already take it as fact that the potential performance differential for alternative architectures has stayed the same over the years ... the fact that the few companies left are sticking to them makes the assumption reasonable, but it doesnt proove anything.
MfA is offline   Reply With Quote
Old 09-May-2002, 00:28   #67
Tahir2
Itchy
 
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
Default

Speaking in pure MHz terms... fatest accelerators now use 300MHz DDR (equivalent of 600MHz)... and GPU's have increased clockspeed from xx amount to 300MHz+

Memory tech has improved dramatically, people are just saying they want/need more bandwidth right now and probably forever.... Dave Perry said something about developers being a lot like gas...gas fills whatever volume it is in [or something like that]...and still wants to push out

8)
__________________
Time is an illusion. Lunchtime doubly so - Douglas Adams
Tahir2 is offline   Reply With Quote
Old 09-May-2002, 03:08   #68
archie4oz
ea_spouse is H4WT!
 
Join Date: Feb 2002
Location: 53:4F:4E:59
Posts: 1,586
Default

Quote:
Speaking in pure MHz terms... fatest accelerators now use 300MHz DDR (equivalent of 600MHz)...
I wish people wouldn't say "600MHz" equivalent for something like 300MHz DDR-RAM (because it's not)...

Quote:
Memory tech has improved dramatically, people are just saying they want/need more bandwidth right now and probably forever.... Dave Perry said something about developers being a lot like gas...gas fills whatever volume it is in [or something like that]...and still wants to push out
Well bandwidth by itself is useless. Useful bandwidth as a byproduct of several factors (clock, bus-width, latency), and it's usually those factors influence that memory performance and deliver bandwidth developers seek.

All things being equal, given the choice of 300MHz DDR-RAM and 600MHz SDR-RAM, I'd take the later in a heartbeat even though they both provide the same theoretical bandwidth.
archie4oz is offline   Reply With Quote
Old 09-May-2002, 03:13   #69
Brimstone
B3D Shockwave Rider
 
Join Date: Feb 2002
Posts: 1,810
Default

Quote:
Originally Posted by MfA
Where did they say that?
Here is a great interview with Ken Kutaragi. He seems to be advocating for a gigantic Peer to Peer network. This article is an excellent read.

http://ne.nikkeibp.co.jp/english/200...iv/int5_1.html
Brimstone is offline   Reply With Quote
Old 09-May-2002, 04:48   #70
V3
Senior Member
 
Join Date: Feb 2002
Posts: 3,267
Default

Thanks Brimstone,

MFA, that's where I hear it, from Kutaragi himself.
V3 is offline   Reply With Quote
Old 09-May-2002, 05:26   #71
duffer
Member
 
Join Date: Feb 2002
Location: Seattle, WA
Posts: 124
Default

Quote:
What about HOS?
The reason you don't hear about HOS any more is that once they were available, everyone tried them, and decided they weren't that useful in video games.

Higher Order Surfaces turned out to be difficult to author, difficult to control, slow to render on current hardware, not very bandwidth efficient at low levels of detail, and not implemented uniformly across different hardware architectures.

On the other hand, triangle meshes are easy to author and use, only take up twice as much space at low levels of detail, and render really quickly on all modern hardware.

HOS isn't even used very much as a non-real-time data compression technique. Quake 3 uses them a little, and I think Jax and Daxster has an ellipsoid primitive, but most games don't bother. This is because just about all you can do with HOS is make smoothly curving surfaces, which aren't that common in video games. (Most landscapes and architecture aren't smooth, and most parts of most monsters / players aren't smooth either.)

I think per-pixel displacement maps on top of normal polygons will become common in the future, but I'm not sure when we'll see traditional HOS (either NVIDIA's nurbs or ATI's smothed meshes) used very much.
duffer is offline   Reply With Quote
Old 09-May-2002, 08:16   #72
JF_Aidan_Pryde
Member
 
Join Date: Feb 2002
Location: Sydney, Australia
Posts: 593
Send a message via MSN to JF_Aidan_Pryde
Default

EE? GS?
Somebody?
JF_Aidan_Pryde is offline   Reply With Quote
Old 09-May-2002, 09:25   #73
Brimstone
B3D Shockwave Rider
 
Join Date: Feb 2002
Posts: 1,810
Default

Quote:
Originally Posted by Vince
Remember 'Termite Games' - I think a programmer from their used to post here. Their DVA engine, back a year or 2 ago... may have changed, comes to mind because it used a basic CPU and some agressive visability and culling to show onscreen polygon counts and dynamic lighting way ahead of it's time. Nobody's designing for a fully software drived 3D pipe, yet... So comparing games with 'software' support is just wrong.
The programmers name is Jim Malmros from Sweedish based Termite Games. They are close to finishing the DVA engine and a Multi-Player test should be out soon. I don't know if the DVA engine will support software rendering anymore.


Quote:
EE? GS?
Somebody?
Emotion Engine and Graphic Synthesizer the chips found in the Playstation 2.
Brimstone is offline   Reply With Quote
Old 09-May-2002, 14:56   #74
MfA
Regular
 
Join Date: Feb 2002
Posts: 5,227
Send a message via ICQ to MfA
Default

Ah, well I still say he's off his rocker ... the main problems to be solved with large scale distributed systems are algorithmic and its way too early to limit yourself by trying to pour it into hardware. Waste of time since the networks themselves dont exist, cant exist even without cheap fibre speed photonic switching.

Mr. Kutaragi still see's Cell as a computation node though ... not a pure communication one, so the EE/Cell seperation does not make a whole lot of sense if you want to take his interview at face value. Personally I think its a bit of hocus pocus to confuse the competition, I doubt they are spending all that money to make an architecture which only makes sense for supercomputers which can lay a fibre backbone.
MfA is offline   Reply With Quote
Old 09-May-2002, 15:00   #75
BenSkywalker
Member
 
Join Date: Feb 2002
Posts: 823
Default

DaveB-

Quote:
Well ben, a 128bit bus would have to be operating at 3Ghz for 50GB/s of bandwidth. That aint gonan happen, you need at least a 256 bit wide bus but then you are still talking 750Mhz/1.5ghz DDR memory. 325Mhz QDR with a 256bit wide bus would manage that, the expense would be rediculopus though.
'96 100MHZ SDR 1.49GB/sec

'01 300MHZ DDR 8.49GB/sec

'06 900MHZ QDR 53.64GB/sec

That's if we stick to a 128bit bus.

Darren-

Quote:
Maybe five years ago yeah, but XBox will need to be ready to go in about 4 years from now.. its specs will certainly need to be finalized in less then 4 years.
Four and a half. Let's see where bandwith sits in November if you want to shave a year off

Quote:
Yeah I realise that, still at 1920x1080x64 4xFSAA with a 32bit compressed Z-buffer and around 5 overdraw at 60fps we're still looking at around 28gb/s only for the framebuffer and Z-buffer. Now add CPU bandwidth. texture bandwidth, geometry bandwidth ect. If your right about 50gb/s for highend video ram in 2006 then XBox 2 is going to need that highend ram for those settings (also what if people want to move to 100fps for consoles?).
1080i is interlaced, your bandwith numbers are double what they should be. Moving over 60FPS on a console? TVs don't do that well when you disable VSync, until the standards are revised sometime around thirty years from now your talking closer to 14GB/sec. Bandwith to spare. And of course, you are assuming that they won't be moving to an embedded framebuffer. Given Moore's law, that should be fairly simplistic(the N64 had 4MB total RAM, the GC has 75% embedded).

Quote:
Even if I did the cost factor is still their as we're talking about XBox 2 using highend cutting edge 50gb/s ram (that I don't even think will excist ).
50GB/sec I think is very conservative, wait and see where we are sitting at the end of this year.

Quote:
With a PowerVR design it could do 1920x1080x64 4xFSAA at 60fps (outputing at 32bit) with only 500mb/s bandwidth for the framebuffer and no Z-buffer! Which means it could use extremely low end ram, or normal low to mid end ram which means a large price difference as well as having loads more bandwidth available for textures, CPU ect.
That sounds real nice. What about the fact that you will likely be dealing with more polygons then pixels? Changes the bandwith factoring quite a bit.

Quote:
Opinions I've heard say that Xbox looks best, GameCube second and PS2 third.
Massive model corruption detracts a bit more for a game then those people I guess

Quote:
I was talking about 640x480x32 4xFSAA not just 640x480x32. Also your not factoring in overdraw. With the limited shared main memory bandwidth available to XBox the Kyro III would push allot more fps and leave more texture bandwidth left over.
100Million polygons per second. Rely on fillrate on a console and any vanilla PC is going to throttle you.

Quote:
I'm not sure what you mean here, wether Nvidia do XBox 2 or IMG/VIA their's always going to need to be a North/South bridge as well as a CPU and graphics and sound chips.. so what's your point here?
nV supplys this all in their cost. They have combined functionality.

Quote:
Why would they be pushing for strong OpenGL support in their next console? As for IMGTEC not being known for OpenGL support, until they were known for poor OpenGL support, but Kyro changed that, Kyro II's OpenGL drivers are very impressive.
Development costs are skyrocketing, dev houses are laying people off and closing up because of this. Backing a high level API with a decade of refinement behind it along with widespread developer knowledge of it makes it the only logical choice outside of DirectX

KyroII has good OpenGL drivers? They must have improved a staggering amount since I had one.

Quote:
We don't have 10GB/s though, theoretically we do, but in effect when compared to SDR ram DDR is not twice as fast.
Compare the GF2 MX 400 to the GF4 MX. Crossbar makes a big difference.

Joe-

Quote:
? Simply put, my own extrapolation is that bandwidth will be "no more of a problem in 5 years, than it is a problem now
What are the big bandwith problems left? Currently we have moved from 640x480x16 @30FPS five years ago to 10x7x32x4x @60FPS+ today with increasing bandwith needs for rasterization needs on top of the massive increase we have seen in resolution. We get to 1600x1200x64x4x and then what is left? The increases in bandwith needs due to increasing resolution demands has significantly outpaced those on the rasterization side, not too much longer and that end of bandwith will not be an issue.

Vince-

Quote:
Umm.. no. Thats perhaps the most rediculous comparason possible. MDK2 wasn't designed for a software rasterization pipeline and it shows. It [in software] is just emulating the hardware (OGL) specs that they designed to and calls that use...
Could have used the Lightworks render engine, MentalRay or Renderman as examples also, although they are significantly slower then that used in MDK2 and they are designed to run in software.

Quote:
Do you not read my posts? I don't even think they're will be fragment shading in 5 years, so wheres the problem? Sonys backing the Stanford based, Real-Time High Level programmable Shading project... my guess is they're doing that for a reason.
How many years in development? How many years left? That will be real great for game development don't you think? Moving to spline based/HOS/Geometric LOD system is something that works for hardware too.

Quote:
Nobody's designing for a fully software drived 3D pipe, yet
That's how 3D started, it actually hasn't been that long that hardware support has been around. Gaming didn't create 3D.

Quote:
Besides, if your drawing a 80,000 polygon mesh/character, whats wrong with shading at a per vertex level?
Where should I start? Filtering is the most serious issue. Rely on per vertex shading and you will need to revert to a rather heavy geometric LOD system with differing vertex shading characteristics at each level of tesselation or run into massive aliasing issues. Then you have the difficulty dealing with multiple environmental effects on every vertex, assuming you want to drop pixel shader support due to the difficulty of emulating them using non dedicated hardware. If you don't, then your screwed with the weak rasterizer support anyway so you are better off trying to force it through using some sort of vertex shading I would assume.

So you chew up a load of processing power on geometry, and then chew up more on a geometric LOD system, then chew up some bandwith along with more CPU overhead to utilize an alternating vertex shader scheme based on distance tied in with your LOD system, then amplify your T&L load significantly by relying on extremely complex vertex shader routines, which you will need to have six or more of at least to avoid serious aliasing issues. Building for the code for all that will be real simple though, right? Particularly using a completely new architecture with a new instruction set to learn, new register architecture and primitive compilers on top of having massive multi threading issues to work around.

Quote:
When the size of the average polygon nears that of a pixel, your almighty hardware rasterizer breaks down
Why in the world do you think that? I can only assume that you have never worked with sub pixel sized polys on a hardware rasterizer.

Archie-

Quote:
Do they make that mistake? The 'numbers' delivered are rather solid numbers based on specific cases of what the hardware 'will' do.
I'm not talking about the specifications. I'm talking about something being more impressive from an overall engineering standpoint compared to being a better gaming platform. The XBox is easily the most plebian and boring design out of all the consoles with the PS2 clearly being the most impressive from an engineering standpoint. Doesn't help it.

Quote:
This is a bit of a reach because you're basing the judgment of a discrete peice of silicon based on the product of the whole?
That is my part of the discussion. Having "Cell" by itself will not make the PS3 better then the others, even if they do have a significantly weaker processor. Add in increased development costs and does it make for a better platform?

Quote:
"Should" or "could?"
Should. The natural trend is for development costs to increase. MS and Nintendo have gone through great lengths to reduce this, Sony is clearly more interested in engineering accolades.

Quote:
I think you have a bit of a misunderstanding of where the difficulties of the PS2 lie. Even with the funky register layout, and MMI instructions, the MIPS based EEcore is hardly something developers are having difficulties with (if they are then they have other serious issues to work out).
That IS the point.

Quote:
Well to some extent they are with DX9 (as is OpenGL 2.0)
To some extent with backwards compatibility built on top of work already doen

Quote:
Well the problem with this assumption is you're using an x86 processer (well actually the PC architecture as a whole + software environment) as a basis for an argument for against designing hardware for target that poses almost none of the design constraints face by those designing hardware for the PC market or products that are going to share architectural aspects across various markets.
Which shows itself off real well with the Athlon throttling the current comparable MIPS processors in SGI workstations running render tests under Maya. With the exception of the IR class machines and the like x86 PCs have closed the gap with non PC hardware designed for 3D natively.

Quote:
You're also contradicting yourself a bit by extolling the virtues of a "fully" programmable GPU vs. a software rasterizer (assuming you're talking about total rasterization and not just setup), since code running utilizing a "fully programmable" GPU is essentially a software rasterizer in itself (excepting certain fixed-functions like setup).
The difference is in the level of load it will place on dedicated hardware that is designed explicitly with a set of limited functions, those dedicated to graphics, versus a 'general purpose' CPU which is designed for protien folding.

Quote:
Could you elaborate more on what you're trying to point out there? It's seems a bit too much of a broad generalization.
Pulling off the same effects that pixel shaders handle on a CPU using software rasterization is roughly 0.1% the speed. You can test this using the MS DX software rasterizer or compare visualization render engines and time the impact applying certain effects has on a render.

Quote:
I think you really need to realize just how much computation a teraFlop is... Neither the GScube (the 16 that I've used, and the 64 that I've seen, but not used), nor the SX-4 and 5 that I got to mess with in school were acheiving even half that much computation. And I have yet to see anything done in real-time on any current GPU that comes close (the P10 will be interesting though).
Extrapolating out a TFLOP from a GFLOP based on the dozens of software render engines I've used it works out to not even close to being competitive to hardware rasterizers in three years following the current trends. TNT v NV2A. On a GFLOP CPU(actually, a GHZ Athlon with a max GFLOP rating of 4) I've seen what kind of frames I can render out in 3 minutes, 1/10,800 of real time. When the Sony die hards were saying 6TFLOPS in 2003, which they were, I still wasn't impressed in terms of what it could do compared to hardware rasterizers(my three minute test would cover that also, in theoretical terms it would cover up to 40TFLOPS). Of course, I'm using render engines that have only had roughly a decade of refinement and tweaks to perform at their maximum on x86 hardware. You get better anti aliasing and filtering then we currently have by a sizeable margin, but lack the level of model complexity and effects unless you want to push the render times over the three minute mark.
BenSkywalker is offline   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
creative labs teaches Carmack a thing or two about shadows? kyleb 3D Architectures & Chips 117 06-Aug-2004 17:29
Creative Labs Europe stop video cards Evildeus 3D & Semiconductor Industry 2 22-Jul-2004 12:34
ATI Signs Up Creative Europe Dave Baumann Press Releases 0 01-Dec-2003 09:40
Tbreak reviews Creative Labs 5 RX 9700 marco Beyond3D News 7 05-Sep-2002 11:33
Creative buys 3D Labs nAo 3D Architectures & Chips 1 11-Mar-2002 17:48


All times are GMT +1. The time now is 18:23.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.