Jawed
Legend
Ah well, 5 SPEs is a lot. How do you run the rest of the game?...
I think we're stuck trying to guess at where the bottlenecks lie.
Deferred lighting, because it uses multiple render targets, is very bandwidth/fillrate intensive. I can't tell whether this Cell+RSX technique is attacking that problem specifically or whether it's using the simplified data structures that deferred lighting produces as intermediate steps as input into a compute-intensive phase that runs on Cell (leaving RSX to start work on the next frame's render targets).
Jawed
I think we're stuck trying to guess at where the bottlenecks lie.
Deferred lighting, because it uses multiple render targets, is very bandwidth/fillrate intensive. I can't tell whether this Cell+RSX technique is attacking that problem specifically or whether it's using the simplified data structures that deferred lighting produces as intermediate steps as input into a compute-intensive phase that runs on Cell (leaving RSX to start work on the next frame's render targets).
Jawed
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