Also, it's nice to know that no shading instructions were removed from the vertex or pixel shading pipelines and that a few extra ones were added!
And more than 8 wouldn't make sense - 16 ROPs wouldn't be an 'architectural feature' so much as a 'waste of transistors.'The only thing that might be up in the air is the number of ROPS which is pretty much estimated to be eight instead of sixteen.
Anyone remember the stat about Cell's bandwidth reading from GDDR3? I'm thinking it was pretty low and I anticipate the frame buffer will be in GDDR3. I guess I'm just less optimistic about Cell and RSX exchanging data back and forth frequently than are others here.The interelationship between CELL and RSX affords the viability of composite frame rendering techniques, that is CELL and RSX alternating adding elements to a frame before it is rendered. No other current system will really be doing this to the extent PS3 will be. That is the differentiating factor graphically, in my opinion, from a technical standpoint, aside from the robust shader power afforded by RSX.
I agree with this part. Cell has the potential to be the main differentiator outside of bluray.The CELL's ability to run a great number of simulation programs in parallel will also differentiate the PS3 to some extent. The quality of animation, physics, lighting, ai, and all types of effects will be affected by CELL.
Rounin,
If you go back you will read where Barbarian said a few extra shader instructions were added to the RSX.
Anyone remember the stat about Cell's bandwidth reading from GDDR3? I'm thinking it was pretty low and I anticipate the frame buffer will be in GDDR3. I guess I'm just less optimistic about Cell and RSX exchanging data back and forth frequently than are others here.
Maybe it's a loophole? "Wrong numbers can't be NDAed can they?" or "I didn't understand what I was writting, so I didn't know it was NDAed"nAo said:I believe that if someone wants to break his/her nda then he/she should at least carefully reading specs instead of writing about wrong numbers and misunderstood features
Just a guess here, but I don't think he was referring to the article.You mean that article has some faulty claims?
The main thing I've been trying to get across is I don't see that much difference between the two systems regarding CPU and GPU cooperation. Both systems have frame buffers in a memory that won't be frequently read back by the CPU. Both can store textures in main memory. Increasing the texture cache might mean nothing other than there is more latency when fetching from XDR than when fetching from GDDR. It doesn't imply to me that Cell will be using the texture memory in anyway other than Xbox.That 'Cell to GDDR' bandwidth thing has always been a red herring though in terms of discrediting the architecture. The way the system (in that regard) is intended to work is that RSX pushes/pulls from the XDR, where Cell will make it's contribution. The framebuffer 'proper' still lies in the GDDR, but I don't think you should view the XDR as being quite so distant in terms of it's potential useage. In fact the furthering of such utility seems/is the very reason the texture cache on the RSX has been expanded.
The main thing I've been trying to get across is I don't see that much difference between the two systems regarding CPU and GPU cooperation. Both systems have frame buffers in a memory that won't be frequently read back by the CPU. Both can store textures in main memory. Increasing the texture cache might mean nothing other than there is more latency when fetching from XDR than when fetching from GDDR. It doesn't imply to me that Cell will be using the texture memory in anyway other than Xbox.
SPEs are well suited for geometry and transforms work and I still wonder what PS3 would be like if RSX had no vertex shaders and all of the ALUs were dedicated to pixel work. I'm sure it was discussed and I would have liked to be a fly on the wall during those meetings. We can move on to what RSX actually is though because as you said this has been discussed many times. Although, I don't recall participating in those discussions so I figure the topic was still fair game for me. :smile:The idea of Cell generating and/or working on data that RSX can later snag out of the XDR makes a fair bit of sense to me - if only because the SPEs are well suited to doing some geometry and transforms work.
They're talking about decompressing highly-compressed textures like JPEG(2000) images, and then feeding them as DXTCs to RSX. You won't decompress from DXTC as it's natively supported in the hardware, and would consume 4x the BW at no gains AFAIK.Some people have been talking about how the CELL processor could decompress textures on the fly and send them into the RSX. I'm a little confused about this technique, because I thought you would want the textures compressed as they go into the RSX because they would be processed faster.
Yep.Basically, the idea I think you are describing is getting decompressed textures strait from SPEs and then into the RSX without having to store these newly created textures in the XDR. So the SPE gets the JPEG, it decompresses the JPEG, and then streams the data into the RSX?
The problem is the texture units of the GPU get a texel from of texture on demand of the pixel shaders. If that texture isn't available (in cache) it has to wait for it. If the data's in RAM, the GPU goes fetch it. If the data's compressed in RAM, it'll have to somehow tell the Cell to get the compressed texture, decompress it, and feed it to the GPU, adding massive latency.However, if this is going to be slow would there be a way to have the CELL keep the RSX informed of it's progress bit by bit so the RSX would know exactly when to fetch the data? If it's faster having the RSX fetch the data from the SPEs than the SPEs sending the data to the RSX then it seems it's just a matter of timing everything right.
OPM: can you breifly describe how cell processor works in tandem with the RSX gpu? Is t the cell processor a good fit for the RSX?
JH: " The cell processor has multiple processors that can execute diffrent threads and produce geomatry, texture and shader information for the RSX to consume. SInce the RSX is so powerful, in some cases it will take almost the full performance of the cell just to keep the Rsx buessy. The cell processor has enormous floating point processing and throughput capabilities and is an excellent engine for physics, gameplay, and other nongraphical; tasks. The RSX is designed to be a powerful, efficient compainion processor to the cell."
YesSo basically the Cell could decompress JPEG textures into DXT textures and put them into the XDR RAM for the RSX to fetch faster than the Blu-ray or HDD could stream the textures into the XDR?
Possibly very little, because you're texturing ability sin't limited to how many textures you have in RAM, but also how mcuh BW you have to feed textures into RSX. If you could stream textures over FlexIO, you'd be pretty much doubling the amount of texture BW available, so you could definitely get a marked improvement in quality.My whole idea is it would be great to use some of the CELL's horsepower to in a way to at least partially get around the 512MB RAM limit of the PS3. I know it's not going to actually put more RAM in the console, but graphically speaking in general terms how much more graphical quality could such a method add to a game?
It depends very much on the txture and the algorithms used. Realtime procedural synthesis will be limited to mathematical patterns like noise or cellular shapes, checkers, that sort of thing, though in combination they can cover quite a range of effects. There are more advanced methods that record the actions of an artist in a paint package to create a texture, and then recreate the texture by executing those actions in a graphics engine.Another question I have is about the procedural textures. I have read about a few games that use them. However, I'm curious if any texture (lets just say the textures of Heavenly Sword as an example) could be broken down into a procedural task and then re-created using procedural texturing? Or do complicated and/or detailed textures require too much computational power or memory space to keep procedural texturing efficent enough to utilize in the first place?