Algorithms for optimal use of the RSX vertex cache

homy

Banned
Lecture from David Simpson
Lead Programmer, Naughty Dog
During the runup to launch, Sony Worldwide Studios learned a great deal about creating high performance graphics applications on the Playstation 3. Much attention has already been devoted to shader programming, so this talk focuses instead on the other half of the equation; topics discussed will include the origin and usage of the libgcm API, algorithms for optimal use of the RSX vertex cache, and use of the CELL in tandem with the RSX including necessary synchronization techniques. This material has never been presented before in an open forum.
https://www.cmpevents.com/GD07/a.asp?option=G&V=3&id=516484

Does that mean that he uses RSX and CELL for computing vertex? In the PS3 developer guide says that developers needs to use the CELL to compute input vertex. It looks like David is using both. Any thoughts?
 
No idea on the tech side but thanks for the heads up, missed this one in my GDC schedule :)
 
Very nice and I got a kick out of this.

Intended Audience
This session is intended for graphics programmers who already know how to make surfaces bumpy and shiny, and are interested in learning other useful techniques for the PlayStation 3.

:LOL:
 
Does that mean that he uses RSX and CELL for computing vertex? In the PS3 developer guide says that developers needs to use the CELL to compute input vertex. It looks like David is using both. Any thoughts?
It means they use CELL to generate/pre-process geometry that has then to be be sent to RSX and it's also about the synchronization techniques involved in making CELL (SPEs..) and RSX work together.

AFAIK it's also the first time I see a public reference to the ICE team:
David Simpson is the Project Manager of the ICE team, a Sony Computer Entertainment first party technology group based at Naughty Dog
 
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