http://gametomorrow.com/blog/index.php/2006/03/24/cell-cant-texture/
A nex démo of Cell by Barry Minor
A nex démo of Cell by Barry Minor
Robert.L said:Isn't that raytracer meant for gpu's ?
First, colleague Mark Nutter, implemented a software cache abstraction layer for the SPE giving us the ability to both hide the complexity of DMAs and benefit from transparent data reuse.
"...we still have ideas pending to further reduce the 12 cycle software cache hit access time so we believe the 13% performance gap between the two shaders will continue to close."
I don't see whatever point you're apparantly trying to make here. Cell isn't geared for 3D texturing, if it still had been marketed as such then your remark would have had merit.Mintmaster said:300 Mtexels/sec. Slower than the original Geforce.
But with 10x the transistors and 25x the clockspeed
Titanio was inquiring about texture performance.Guden Oden said:I don't see whatever point you're apparantly trying to make here. Cell isn't geared for 3D texturing, if it still had been marketed as such then your remark would have had merit.
Not only did Titanio ask about it, but did you even read the blog entry?Guden Oden said:I don't see whatever point you're apparantly trying to make here. Cell isn't geared for 3D texturing, if it still had been marketed as such then your remark would have had merit.
This shader has an outer loop for marching the ray and an inner loop for doing the fractal iteration, not to mention a lack of texture lookups until the very end. For a shader like this, I would expect R580 to have well over 10x the performance of G71/RSX. The branching is even more intense than the PVR solid voxel shader (see the last graph on this page).scificube said:http://gametomorrow.com/blog/index.php/2005/11/30/gpus-vs-cell/
Not sure about R580 or RSX but it seems that Cell was 5-6 times faster than a 7800 GT OC for just the ray traced lighting and then they took a 13% hit after adding a 5 pass texture shader. I would guess R580 and RSX would be faster than a 7800 GT OC but there still seems a wide margin to overcome given performance didn't drop by 75-90% for texturing. They also seem confident they can reduce the hit for texturing on Cell.
Perhaps in some instances the hit is worth it.
Mintmaster said:The only problem is that the shader is written in GL, and I think it uses NV extensions for SM3.0 support, so it'll require a rewrite to run on the ATI cards.
Barry's trying to say that Cell is 5-6x faster than a GPU doing math using only the standard tool chain and no hardcore rewrites. He's not talking about a Cell oriented algorithm retooling. I was just talking about a straight conversion to an X1K setup, using HLSL instead of Cg so changes are minimal and without special optimizations.Barry Minor said:No I didn’t modify the code structure (removing branches, unrolling loops, etc) when porting it to Cell. Yes this could be done but I wanted to preserve the code structure so it would be a fair comparison and a simple conversion that any tool chain could achieve. Branch hints were added by the compiler and I didn’t add any __BUILTIN_EXPECTs to the code.
Titanio said:FWIW, Barry Minor says the whole source code might be made available in the next version of the Cell SDK (and if not, probably the software cache anyway).