Spidermate
Regular
Yeah, I read that, too. Who ever wrote it confused the two signals with two Cells. It was a sloppy translation.
Phil: Well, I'll give you a couple of other examples. The terrain rendering demo that was done by STI, which is the people who developed the Cell, doesn't use the graphics chip at all. That 3D landscape was generated in real-time from two input data sources and a software renderer running on the Cell created the final image. All that it does is output as a bitmap straight to the video hardware - it doesn't even create a single polygon, there's no concept of a polygon in that demo.
http://www.gamesindustry.biz/feature.php?aid=9051
london-boy said:And yet another decent-ish thread derailed into a "E3 presentation demos" thread.
flick556 said:I think the determining factor will be cells ability to generate procedural geometry and textures. These are the two inputs the gpu accepts, if they can be generated quickly on a per frame basis than all the things you mentioned should be possible. Sadly in both the cases of geometry and textures memory and bandwidth will be the biggest hurdles.
If you're going to be doing procedural on the CPU and wanting to use it on the GPU, it always has to go into memory somewhere, even if you were to send it directly to the VRAM. If you actually want to save memory, you either have to make a vertex-level operation (which means the generated data is stored in the vertex data you anyway have) or you have to generate on the GPU (which pretty much means you have to make crap).Also, it might be the case that Cell itself would have to write the results of the procedural calculations back to RAM, before resending them to RSX, which makes things a lot slower, and RAM space would be used up quickly, however i'm not sure how often that would happen.
ShootMyMonkey said:If you're going to be doing procedural on the CPU and wanting to use it on the GPU, it always has to go into memory somewhere, even if you were to send it directly to the VRAM. If you actually want to save memory, you either have to make a vertex-level operation (which means the generated data is stored in the vertex data you anyway have) or you have to generate on the GPU (which pretty much means you have to make crap).Also, it might be the case that Cell itself would have to write the results of the procedural calculations back to RAM, before resending them to RSX, which makes things a lot slower, and RAM space would be used up quickly, however i'm not sure how often that would happen.
Mythos said:What about the microthreading feature from rambus will that be a feature for the PS3?
Mythos said:What about the microthreading feature from rambus will that be a feature for the PS3?
Are you joking? How much data do you think goes into a single vertex? It's not like you can send a vertex a part at a time. A GPU will not do anything with partial data -- it wants a whole vertex at a time. And even if you create a vertex and send it off right away, what does a single vertex really represent? Really, you'd have to generate an entire renderpacket at a time and that can easily be a few KB of data, which means that even if always stays in cache with no writebacks to memory, you're going to have to at least allocate a block of memory for it. In theory, you could create this entirely on the SPE SRAMs and send it off a packet at a time that way, but then footprint becomes the issue. Character packets are small, but not, for instance, terrain packets.Why can't Cell create vertex data and pass it straight to RSX over FlexIO without writing to RAM? I thought that as the whole point of this direct link.
Well, as I said above -- it's basically a matter of how big a thing you want to "bake." The other thing is that if it's something persistent like, say, a skydome... yeah, you can generate that in code, it will fit nicely in the SPE's local SRAM, and you can send it off all in one shot, but why would you bother wasting computational time every frame for something that only needs to be generated once?Wouldn't it be possible to, say, bake something on Cell, send it straight to RSX and get it rendered on the fly with everything else in the frame?
That's what I was thinking. The idea is for adaptive procedural geometry, always changing, and where a static model should be kept in RAM and fetched, this way changing models don't need to interfere with the main RAM BW.ShootMyMonkey said:In theory, you could create this entirely on the SPE SRAMs and send it off a packet at a time that way, but then footprint becomes the issue. Character packets are small, but not, for instance, terrain packets.Why can't Cell create vertex data and pass it straight to RSX over FlexIO without writing to RAM? I thought that as the whole point of this direct link.
ShootMyMonkey said:The other thing is that if it's something persistent like, say, a skydome... yeah, you can generate that in code, it will fit nicely in the SPE's local SRAM, and you can send it off all in one shot, but why would you bother wasting computational time every frame for something that only needs to be generated once?
Shifty Geezer said:But if what you say, that "If you're going to be doing procedural on the CPU and wanting to use it on the GPU, it always has to go into memory somewhere, even if you were to send it directly to the VRAM," the what's the FlexIO connection for?
Erhm - there's no 'theory' here, it's been done this way for the last 5 years on PS2, with a measly 16KB of available memory on VU1.ShootMyMonkey said:In theory, you could create this entirely on the SPE SRAMs and send it off a packet at a time that way, but then footprint becomes the issue. Character packets are small, but not, for instance, terrain packets.