Jawed said:
More importantly, you guys are forgetting that HDR, when not done by ping-ponging between render targets, is achieved using floating point blending in the frame buffer.
This is a specialised piece of fixed-function hardware in the ROPs. NVidia claims (quite reasonably) a peak of 106 GFLOPs in 6800 Ultra (16-bit FLOPs, not 32-bit). It'll be slightly more in RSX.
That's around half the capacity of the 7 SPEs used up...
Then there's the FP16 texturing. That's another 154 GFLOPs of fixed function hardware in 6800 Ultra (approximately 50% more in RSX) that you'd need to execute on Cell.
Whoops, you've completely utilised Cell's SPEs solely in HDR texturing and blending.
Jawed
*Ouch*
Oh and I do't think alot of us were "forgetting" anything. I'm sure most of us don't have the foggiest idea how HDR is rendered in the first place.... can't forget somethin you don't know = P
But I have a question. If it takes roughly all the SPE's just to manage HDR then how can the ROPS on the Xenos's duaghter die accomplish it?
Surely the daughter dies ROPS can't be more powerful than all 7 Cell SPE's....can they?
Please elaborate..... but whatever you do, don't make me feel dumb as your explaining it = P