I'd be surprised if they did, as HS became a Sony exclusive before the Xenos was out to developers.
Fafalada said:They had 360 kits before PS3 ones (obviously they no longer do now).
Besides, guys like nAo, Deano and a few others here make it a point to keep informed about what technologies are out there, even if we don't work with them directly.
Sticking your head in the sand is never beneficial in this industry (though I've seen people still do it reardless).
_phil_ said:it's hm.. pretty easy to get full X360 documentation...You don't have to be an official x360 dev to get some curiosity satisfied...
scificube said:My questions is this. As I take it using ALU op heavy shaders is something that works well on Xenos, is it your opinion that doing the same on RSX is not and why do you feel that way if you do? Or could you elaborate why it may not be such a bad thing on RSX but is significantly better on Xenos as far as performance in the end goes?
Fran said:Although I worked a lot on NV4X and G7X architecture during the development of BW2, my experience with the RSX has been very limited so far, so I'm not in the position to give you a good answer on this and make good comparisons between the two GPUs, when it comes to ALU heavy shaders.
Nao or Faf can answer this much better than me.
What I can say is that my current post processing pipeline is an evolution of BW2 HDR pipeline and it tends to run "sensibly" faster on 360 than on a high-end PC with a G71. But on 360 I use a fp10 framebuffer and filterable F16 textures in input, while on PC it's full fp16 thus consuming more bandwidht. We obviously can't directly compare a PC with a G71 to a PS3 with the RSX.
I can also add that when it comes to post processing and HDR rendering, the R500 offers a very neat support with a 32bit HDR formatp (fp10) handled natively by the GPU and a filterable fp16 format that can be used in input. Fp10 doesn't require any shader instruction to encode/decode the HDR color, it just works. It's all handled by the GPU and during the resolve operation you can apply a constant exponent to further scale all your colors for free. Very handy.
Fran/Fable2
scificube said:Would you care to comment on the merit of using NAO32 on the Xenos? Would it not be of benefit to use a lesser costly but effective format for say opague geometry and then a more costly format such as FP16 for blending or would you prefer to use FP10 all the way through?
Have you encountered any IQ problems with FP10 given it doesn't have the same range as say FP16?
Would you care to comment on whether a better color space in general is needed for HDR that gives preference to luminosity for instance?
Fran said:the last situation (high precision blending) the color from the framebuffer is automatically expanded by the GPU to fp16, blending is computed at fp16, and the result is written as fp10, effectively doing something similiar to what you suggest.
Would it be reasonable to add some sort of noise or dithering to rearrange the banding enough to make it imperceptible?Fran said:Yes, the gradient coming out from atmospheric scattering solutions in the sky renderer tends to suffer from the limited precision, causing some banding.
Don't worry, it wasn't answered.Alstrong said:hm.. ok, maybe this was answered in the jungle of technobabble I don't understand above:
Q: What (reasonable) hardware features/extensions to eDRAM would developers/you want for assisting post-processing?
Mintmaster said:Don't worry, it wasn't answered.
...
Depends what Wii does.Alstrong said:hm... you make it sound like the addressable eDRAM is something we won't see again.
scificube said:What you speak of in the quoted section above seems a bit different than what I was speaking about. You describe something the VPU does automatically where as what I was suggesting was something more explicit. For instance, using an FP16 buffer for alpha blended transparencies and what not and then a less costly format for your buffer (int8,rgb8,fp10,whatever) for what is completely opage in the scene. This way you get the results you want and gain back some in the way of performance as FP16 isn't used for everything even it it's not needed.
What you describe seemingly doesn't save on how much work you have to do with FP16 but rather how large your buffer is after you've finished blending...a good thing consideringly the eDram is a finite resource.
If I misunderstand you, please correct me
patsu said:Fran, thanks for sharing !
If you were to write a game to showcase next-gen gaming (ignoring budget and time constraints), what would you do ? How would it change your current pipeline ?
We only got to play with Alphas (Mac with standard Radeon 9800 in), however we did have docs.Dave Baumann said:I know Deanos early HS development and discussion were based on Radeon 9800 and X800 but I don't recall anything centering around final dev kits. Do you know if they did get those?
I guess from NT's POV, becoming a PS3 exclusive was a huge boon? Because you can focus on the pne platform, not splitting resources and not struggling to make the most of two or three.DeanoC said:For the record both chips are very powerful, just in different ways. Which makes cross-platform stuff hard but exclusives on both platforms easy.
Absolutely. And I'm sure thats exactly what Microsofts developers are doing as well. But nothing can replace practical experience, can it?DeanoC said:We only got to play with Alphas (Mac with standard Radeon 9800 in), however we did have docs.
However its worth noting that its someone like Marco's job to be able to extrapolate from docs, in almost every case things only get worse from the theoritical docs/hardware specs almost never better. So being able to take a doc and work how to solve a problem is what we do...
Fran said:If I was to write a game ignoring budget and time constraints, development would last forever
So we can't ignore them but it's not that bad after all: to showcase next-gen, I would write exactly the tech the artists ask for and as simple as possible to be used effectively by them. After all they are the bright and creative people who make things shine.
DeanoC said:However its worth noting that its someone like Marco's job to be able to extrapolate from docs, in almost every case things only get worse from the theoritical docs/hardware specs almost never better. So being able to take a doc and work how to solve a problem is what we do...
For the record both chips are very powerful, just in different ways. Which makes cross-platform stuff hard but exclusives on both platforms easy.
The entire pipeline would be radically different between the two platforms because the bottleneck is likely to be in a different place.
Dave Baumann said:Absolutely. And I'm sure thats exactly what Microsofts developers are doing as well. But nothing can replace practical experience, can it?
I should hope so Me I'd be doing some crazy shit with memexport if I had a chance...Dave Baumann said:Absolutely. And I'm sure thats exactly what Microsofts developers are doing as well. But nothing can replace practical experience, can it?
PSINext: The advantages of reduced space and preserved quality seem like they would have merit in a number of environments. Do you think there may be a place for NAO32 on the desktop, or even on Microsoft or Nintendo's offerings?
Marco: Dunno about Nintendo's offering, but it might have merit on Microsoft's console if developers wanted something that takes the same storage space as an FP10 render target, but with a much higher level of quality. NAO32 on Xenos would cost developers shading power relative to FP10, however, and they would lose the ability to use the eDRAM for blending as well. So at this time, I believe something like NAO32 makes more sense on RSX than on Xenos.
geo said:Great interview; kudos to all involved.
And, en passant thread browsing comment, welcome to Fran --don't be a stranger, y'hear?
I understand it's a console site where the interview appeared, but one small knuckle-rap to Marco for not addressing part of a question:
The question actually focuses on desktop, with an "or even" bringing competing consoles into the picture as almost an afterthought. . .but the answer focuses on the add-on and doesn't address the main question re desktop at all.
Yes, this would be desktop bigot (that would be me) concern.