I know at least one (big) Dev house working on that already.Mapping Deferred Pixel Shaders onto the Cell Architecture
Vysez said:I know at least one (big) Dev house working on that already.
Vysez said:I know at least one (big) Dev house working on that already.
xbdestroya said:I had like a two-week lead on this topic, but whatever.
http://www.beyond3d.com/forum/showthread.php?t=31564
From the site's Goals pagepc999 said:Cant see any presentation in the link. Anything on AI? I am curious about AI on the SPEs.
mckmas8808 said:Can you answer what Mapping Deferred Pixel Shaders onto the Cell Architecture actually means?
First guess, it can't be too hot. Otherwise why is RSX there and not a Cell renderer? From the off it was speculated that Cell would be great at vertex work, not so great at pixel work. If this is good at pixel work, the idea of a purely Cell GPU would have been feasible. Though maybe it was working but he tools weren't there and that's the sole point to nVidia?JF_Aidan_Pryde said:I'm not sure about performance though. Anyone care to speculate?
Shifty Geezer said:From the site's Goals page
nAo said:
That's where the presentation/paper comes in. I expect it'll be publicTitanio said:Bah, I'm probably not making any sense It'd be nice if someone could outline the steps involved and the possible delegation of work on Cell.
Jawed said:I don't know why you'd use Cell to do any of this, to be honest. I don't mind believing PS3 games will use deferred lighting (i.e. like GRAW, with the graphics done by RSX) but it seems to me the only way deferred pixel shading on Cell is going to be useful is when you have a Cell-only computing environment, i.e. not PS3.
Jawed said:How do you know what the paper claims? All we have is a title...
Jawed
This paper studies a deferred pixel shading algorithm implemented on a Cell-based computer entertainment system. The pixel shader runs on the Synergistic Processing Units (SPUs) of the Cell and works concurrently with the GPU to render images. The system's unified memory architecture allows the Cell and GPU to exchange data through shared textures. The SPUs use the Cell DMA list capability to gather irregular fine-grained fragments of texture data generated by the GPU. They return resultant shadow textures the same way. The shading computation ran at up to 85 Hz at HDTV 720p resolution on 5 SPUs and generated 30.72 gigaops of performance. This is comparable to the performance of the algorithm running on a state of the art high end GPU. These results indicate that a hybrid solution in which the Cell and GPU work together can produce higher performance than either device working alone.