scatteh316
Newcomer
Shifty Geezer said:[*] Dynamic multisampling (4-16 samples per pixel)
So it looks like that Cell could actually do the FSAA in PS3. Hmmmmm it just keeps on getting better and better
Shifty Geezer said:[*] Dynamic multisampling (4-16 samples per pixel)
scatteh316 said:So it looks like that Cell could actually do the FSAA in PS3. Hmmmmm it just keeps on getting better and better
MfA said:The raycaster just renders a landscape defined by a heightfield and texture, that is all it does ... the multisampling is not what you think it is.
It has nothing to do with scene complexity. Suffice to say that performance implications of this demo do not apply to a general purpose raycaster.How does the complexity of what they demonstrated compare to say, a typical room in a FPS?
That's 4DOF, this is 6DOF.ShootMyMonkey said:
Thanks Nite_Hawk. In my opinion though the collaboration between Cell and RSX will make the difference in the next console war by graphics point of view. The Cell processor is able to generate a high level of graphics and thanks to that collaboration the difference between x360 and PS3 will be marked enough, even if X360 can depend on EDRAM that's too good for free antialiasing effect at 720p. This obviously imhoNite_Hawk said:Hi NAP,
Welcome to the board. I think we all were expecting Cell to be good at doing physics and possibly AI. Seeing graphics demos on it like this is just amazing in my opinion though.
Nite_Hawk
True, but it's not a major transition, really. In fact, a change in the scan order alone can make it quite easier.That's 4DOF, this is 6DOF.
Since the Cell raytracing demo was from the same people that develop OpenRT I assume the scene was static. The biggest problem right now with real time ray tracing is handling dynamic objects. Their raytracer works with a KD tree and it takes minutes to build the tree. Too long to do every frame. There are probably some short cuts they can take, but nothing general purpose enough for games at the moment.Shifty Geezer said:I would say that the availability of data for objects was always readily available in the demo as it was created on the fly. Raytracing an actual scene would need far more memory accessing and that would be the limiting factor I suppose. Was there no info from Siggraph on true scene raytracing on Cell?
Only after you make it.ShootMyMonkey said:True, but it's not a major transition, really.
I thought it sounded too good to be the first raytracing CPU. How does the complexity of what they demonstrated compare to say, a typical room in a FPS? Reckon Cell + RSX can do raytracing for a typical scene in a FPS?