ban25 said:Sounds a lot like developing on a PC with a 256 MB 7800...
And how cool it is to have some texture trashing in a PC game, right?
ban25 said:Sounds a lot like developing on a PC with a 256 MB 7800...
Laa-Yosh said:And how cool it is to have some texture trashing in a PC game, right?
Jaws said:Are you refering to textures beng copied back-and-forth between system RAM and VRAM?
if so, the PS3 NUMA has being specifically designed to avoid this as it was stated by KK himself...
Laa-Yosh said:...
I have no idea what he means with that...
Titanio said:8 G70 vertex pipes, and 24 G70 pixel pipes comes out at ~255Gflops. That doesn't count the mini ALU in the pixel shaders or the FP normalise, on a positive note, or texture addressing, on a negative note. Xenos's count for 32-bit Gflops is closer to 210-220Gflops IIRC. It's just paper figures, of course.
aaronspink said:Just for clarification, the Xenos figure is:
3 Arrays x 16 ALU/Array x 5 MACs per ALU x 2 Flops/MAC x .5 GHz = 240 GF/s.
Aaron Spink
speaking for myself inc.
Article said:At 16 basic units at 3 blocks and total 48 ????????. The floating point real number (FP) with the vector which is formed (SIMD) it is the image of the computing element as a substance. Vector operation of 4 elements (sum of products calculation) with scalar FP operation (1 element FP) simultaneously 1 cycle (the clock) with it is possible to do. Per 1 cycle (4 element ×2 operations +1 scalar operation) to become ×48=432flop, because Xbox 360-GPU is driven 500MHz, peak efficiency becomes 432*500MHz=216GFLOPS with just ????.
Jaws said:
How much data is likely to be spent on Textures in next-gen games? With the possibility of procedural bumps and 'dirt' and more complex shaders, are textures going to be that prominent? I'd like to hear estimates. I'd have thought five 1024x1024 is an average for most key objects, with less for simpler objects. Are these guesses unrealistic?Jaws said:The solution to the texture thrashing problem that you're describing...
Laa-Yosh said:Oh, that's obvious, but to me it's the other way around - it is more like a result of this design, but not really the goal. And in a console enviroment, developers usually manage their textures far better than on a PC anyway (see the GS in PS2
Jaws said:It's 9 Flops/cycle per ALU x 48 ALUs x 0.5 GHz ~ 216 GFLOPS, 32 bit programmable.
Titanio said:8 G70 vertex pipes, and 24 G70 pixel pipes comes out at ~255Gflops. That doesn't count the mini ALU in the pixel shaders or the FP normalise, on a positive note, or texture addressing, on a negative note. Xenos's count for 32-bit Gflops is closer to 210-220Gflops IIRC. It's just paper figures, of course.
Jaws said:7800GTX, 430 MHz ~ 199 Gflops, 32 bit programmable
1800XT, 625 Mhz ~ 170 Gflops, 32 bit programmable
No, there is NO HUGE difference as you suggest with those numbers.
Xenos, 500 Mhz ~ 216 Gflops, 32 bit programmable*
aaronspink said:Until I get a better source, and the one you're pointing to isn't, I'm going to go with Dave's breakdown with is 3x16x(4+1 MACs). This is 240 GFLOPS. So unless you can point me to an authorative source, I'm going with the original, and continually confirmed number of 240.
Aaron Spink
speaking for myself inc.
Shifty Geezer said:How much data is likely to be spent on Textures in next-gen games? With the possibility of procedural bumps and 'dirt' and more complex shaders, are textures going to be that prominent? I'd like to hear estimates. I'd have thought five 1024x1024 is an average for most key objects, with less for simpler objects. Are these guesses unrealistic?
dukmahsik said:so what does all these numbers really say? rsx > xenos?
Lair uses ten 4096x4096 textures (presumably quite a lot of those are normal maps, specular too?) per dragon:Shifty Geezer said:How much data is likely to be spent on Textures in next-gen games? With the possibility of procedural bumps and 'dirt' and more complex shaders, are textures going to be that prominent? I'd like to hear estimates. I'd have thought five 1024x1024 is an average for most key objects, with less for simpler objects. Are these guesses unrealistic?
ROG27 said:Yes, but only by a little bit.
As to be expected from hardware which didn't tape until months after another piece of comprable hardware...
TurnDragoZeroV2G said:...
I was looking at just pixel shading.
TurnDragoZeroV2G said:The latter would be 120Gflops (with the note that unless the mini-ALU can do more than add, 1/3 of that only comes into play occasionally). The former....165 again (with the case that half of it can be borrowed by texture duties, or useless in cases where the compiler can't issue another instruction to it before the primary ALU). I'm avoiding vertex shading because Huddy mentioned that you're rarely, if ever, vertex processing limited (and I don't think that's changed signficantly since then... and that was speaking of 6 X800 VS, IIRC). So those numbers are just distracting otherwise. Just while we're playing with these stupid numbers.
dukmahsik said:so what does all these numbers really say? rsx > xenos?