Shifty Geezer said:
I was actually wanting to know what graphics options are being presented to the devs through the graphics API. eg. Tesselation. Assuming XB360's implementation of DX has functions for tesselation (I don't know how tesselation is used and accessed), does OGL 2.0, which Sony+nVidia would provide using the SPE's if it's not on RSX, or would PS3 developers need to write their own functions? The feature set needn't be implemented solely on the GPU so comparing Xenos to RSX doesn't show how many hoops devs will have to jump through to solve certain problems.
That I would not know
I am sure much of that is either NDA-ed right now or devs are too busy to discuss. From what I understand the API layer in the 360 is very thin, is a custom version of DX meant just for Xenos, and (of course) devs can write directly to the hardware.
Using your example of using the SPEs for tesselation... well, nice idea but I am sure no one who knows that could give an answer
Of course there are some fine lines and grey areas... using tesselation as an example:
• GPU+API supported
• GPU supported (not in API)
• API support using a software solution (no GPU support)
• No API or no hardware support; any solution would need to be designed by the developer
The first and second example are not very difficult. e.g. ATI cards current support Geometry Instancing even though the APIs they support do not. This just requires the developer to make the calls directly to the hardware.
The third example could be a great solution if designed well. Putting something like that in API could be very nice for developers with a time constraint. How good it is would depend a lot on the hardware and actual design of the API. Could be tricky, but using your example of RSX+SPEs, well, there is a bit of performance there and good bandwidth. May not be as effecient as a native integrated design; but then again the brute force and flexibility of the SPEs could be a huge win.
In general I think this is kind of what MS has done with the geometry shader. Since the Xenon CPU is designed to do a Dot Product per cycle and can stream content to the GPU directly without affecting memory bandwidth the Xbox 360 basically has the functionality of the geometry shader without the overhead of the silicon. So if a developer needs the Xbox 360 to do this task they ask the CPU to do it, if not they can have the CPU do something else.
I am sure the SPEs will be able to do the same type of offloading. Whether this stuff makes it into an API... who knows. My guess would be no... only because the needs of each game are different. If you are going to do tesselation on the PS3 or use geometry shading you might as well write an engine that is really effecient for what you are doing and has the exact features you need. But that is only a guess.
Of course this is just a wild jab in the dark