I see this nAo post on another forum but I know, he had already express this idea on B3D:
He is speaking about a small tile cache on an hypothetical GPU but is it possible to do the same things on a SPE?
And if it is possible I understand one advantage ( SPE bandwidth) but what are the limitations?
Warhawk engine render volumetric raymarching cloud via CELL but it seems that not all the alpha blending are rendering via the CELL.
Do you think it will be better to divide the alpha blending between the CELL and the GPU or to do all the work on CELL?
And do yo know some PS3 title with alpha blending on CELL? I don't need title name.
It is a lot of question
thanks in advance
Chris
I have some questions for Cell developers if they can answerFor non opaque surfaces edram is exceptional as it gives you so much realworld fill rate to burn..but it seems to me that you have to completely design a GPU around that, while a simple on chip buffer that cover a small portion of screen (let say 64x64 pixels) would be enough to simply render transparent primitives (that usually are the vast minority of the on screen primitives) using the CPU to tile them (imhp 360 and PS3 CPUs would be extremely good at that..)
He is speaking about a small tile cache on an hypothetical GPU but is it possible to do the same things on a SPE?
And if it is possible I understand one advantage ( SPE bandwidth) but what are the limitations?
Warhawk engine render volumetric raymarching cloud via CELL but it seems that not all the alpha blending are rendering via the CELL.
Do you think it will be better to divide the alpha blending between the CELL and the GPU or to do all the work on CELL?
And do yo know some PS3 title with alpha blending on CELL? I don't need title name.
It is a lot of question
thanks in advance
Chris
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