~400 ops is what would be called a ~100-instruction pixel shader, which is about middle-of-the-road for current game renderers. Definitely not "too complex", nor overly simplistic.
Unfortunately these ops only include point sampling of textures, and brute force DMA transfers of texels for each pixel (as in the paper) would waste a lot of bandwidth unless you implement a virtual cache for texel reuse, which is doable but consumes cycles. So take all the texturing operations into account and you'd be lucky to reach 1/10th of RSX's texturing ability.They claim to be executing complex shaders. Perhaps it is 450 ops per pixel, and you'd get much better performance (in terms of less resources used) with more realistic shaders?
Although if this performance is accurate, who needs RSX in Linux?!
There's nothing limiting you that way. It just means that Cell will divide its time between shading and everything else with perfect load balancing. At worst frame time is slowed by a factor of 2, and at best you barely notice the lack of a second Cell devoted to graphics.Well, if necessary, I'd like to be able to use the SPEs for other stuff also? So in other words, either give me RSX in Linux, or give me two Cells.
You're right, and I acknowledged this when mentioning the use of RSX to handle textures and rasterization. I was replying to Shifty's "who needs RSX in Linux!" post.But the fetching from textures in a deferred renderer is typically performed during the rasterization stage, with various G-buffer surfaces holding albedo and normal map textures. Only shadowmaps would need to be sampled from the proper shading pass.
http://portal.isiknowledge.com/portal.cgi/jcr which is AFAICS the authoritative source for this sort of thing.I don't know much about ACM TOG, but that impact factor is kinda too high. Where did you get it from?
Look through the past Beyond3D articles. Deano Calver wrote one about deferred shading. Nvidia has a paper on their developer site as well.I would very much like to know how a deffered renderer works, does anyone have a link where rendering techniques are reviewed? I'd love to learn more on this subject. Sounds so techy and interesting hehe
I would very much like to know how a deffered renderer works, does anyone have a link where rendering techniques are reviewed? I'd love to learn more on this subject. Sounds so techy and interesting hehe