Inane_Dork said:
jvd said:
Can you provide the data of how exactly your going to do hdr + ssaa in the cell's ram with out hitting the xdr ram ?
It simply wont .
nAo, IIRC, was thinking of storing the framebuffer in the LS of various SPEs. It would perform quickly enough if the RSX is able to address LS, which is not known to be feasible to me.
I am not sure how people can realistically talk about the performance hit Xenos will take with tiled rendering (e.g. 3 tiles for 720p FP10 4x MSAA with the 10MB eDRAM die... 6 tiles for FP16) and then turn around and honestly suggest doing the same process on non-dedicated silicone that has much, much smaller memory blocks.
We know Xenos has some hardware work arounds to make the process go smooth, but it STILL has to spend time fixing the tile seams. The more tiles, the larger hit to performance. ATI is talking about ~5% with 3 tiles.
With 256KB tile segments you are talking about 40 tiles with the PS3 instead of 3 tiles with Xenos (or worse, almost 80 tiles with FP16... and this is all at 720p. moving on up to 1080p basically doubles the tiles to the 160 range... sorry, to lazy to do all the exact math right this moment).
And then there is the issue of maxing out CPU performance for graphical tasks. Where is the game code going to run? On one PPE?
Is it possible? Almost anything is possible with processors.
Is it a realistic use and approach to the hardware? . . .
In the end PS3 developers will focus, and exploit, the strengths of the systems. Using up the SPEs' LS memory seems like a waste of silicone and effort. This obsession with trying to one-up the competition on every checkbox item is old. They each have strengths. End of story. And entire 3D console generation of HW (or 2!) did well without much AA or HDR. Look at the NV "Max" demo. Games can look breathtaking without using both features.
And I am sure consumers would rather see the SPEs used for stuff like intense geometry and vertex deformation (like realistic waves and destructable buildings!), accurate physics, extreme amounts of particle effects, advanced AI, interactive environments, etc... These are CELLs strengths and I am hoping it is used in these areas, not trying to "one up" the Xbox. They are different designs, there are going to be areas where one will be better in a specific task, benchmark, or metric. It is not the end of the world!
(Ps- I know Inane you are not suggesting this... your post seemed like a good launching point)