Wait...do I see FP16 HDR output under 'SPU shading overview' in that slide ?
Yes?Wait...do I see FP16 HDR output under 'SPU shading overview' in that slide ?
Yeah, it's all very impressive and also gives me great hope that the console versions will look very similar to the PC.
Also interesting how fat the G-buffer is, 5 x 4 bytes altogether with the Z/stencil. It must be using tiling on the X360 but it fits in 20MB so it only has to re-send once. Gives you the impression that they've layed it out like this exactly with the EDRAM in mind...
That's some crazy stuff in there, I have to say. Very informative, nice images, notes...
I think Laa Yosh ment that its great news that they are just below 20 megs with their frame buffer,that way they could get away with 720p because either way you HAVE to use tiling anyway so this is great news.Impressive they can do tiling along with everything else they are already running on the CPU if true.
Wait...do I see FP16 HDR output under 'SPU shading overview' in that slide ?
I think Laa Yosh ment that its great news that they are just below 20 megs with their frame buffer,that way they could get away with 720p because either way you HAVE to use tiling anyway so this is great news.
I think multi-platform engines are superior to exclusive engines nowadays. I thought I would never say this, this generation.
They 40ms split between 5 SPUs, right? That's 8ms latencies aside, then their early cull is super fast using SPU assembly, Mlaa as in GoW3 is 20ms split between 5 SPUs, even taking in account lately and as they scheduling seems top notch they may have quiet some muscles left for other tasks.EDIT: Wondering if they have enough resources left for more SPU post processing. e.g., MLAA, object motion blur, DoF, etc.
Not bad for a CPU eh ?
I think multi-platform engines are superior to exclusive engines nowadays. I thought I would never say this, this generation.
They 40ms split between 5 SPUs, right? That's 8ms latencies aside, then their early cull is super fast using SPU assembly, Mlaa as in GoW3 is 20ms split between 5 SPUs, even taking in account lately and as they scheduling seems top notch they may have quiet some muscles left for other tasks.
Pretty impressive when I see their use of the Cell is makes me wonder about this topic I opened a while ago or the talk that happened in the handled forum in the ipad2 thread (especially Panajev2001a statements). Hardware is a fun thing and a tough job so many options I'm believer that what the PS360 achieve could have be achieve for way cheaper hardware wise (possibly a big fusion chip) relying on more fixed function hardware as long as you design it to run the proper software model.
Excuse the idiot question, but does this mean you would always need tiling when running a 720p deferred renderer due to the size of the G-buffer? I'm not as up to date on deferred set ups as I am on the typical forward renderer, would love to learn though.
Pretty impressive when I see their use of the Cell is makes me wonder about this topic I opened a while ago or the talk that happened in the handled forum in the ipad2 thread (especially Panajev2001a statements). Hardware is a fun thing and a tough job so many options I'm believer that what the PS360 achieve could have be achieve for way cheaper hardware wise (possibly a big fusion chip) relying on more fixed function hardware as long as you design it to run the proper software model.
Some of their slides mentioned 6 SPUs (probably occasional use). I was wondering what they are up to. I don't know what to say when everyone forget to talk about the PPU VMX. I guess it's used for mundane work ?
On the X360 it is very likely, because for a fully deferred renderer you need the following at least:
depth 3 bytes, usually combined with stencil 1 byte
normals 3 bytes
diffuse albedo 3 bytes + specular whatever 1 byte
Theoretically you'd have an extra byte aside the normals but you need to work with 4-byte wide data because of the hardware's layout. So you can usually stuff some other kind of data into the remaining byte, like material identifiers, occlusion and so on.
Anyway you'll need at least 3 full sized buffers, but the 10MB EDRAM can't fit them in full 1280x720.
Trials HD cuts off 20 rows, and fills them with black; and Crysis isn't fully deferred and skips the diffuse albedo channel. Dead Space 2 is fully deferred as I hear and so they're probably using tiling.
Wonder what's going on there that it needs to wait until Siggraph.
Yes, it does. The register just isn't as big as the ones in Xenon.Does the PPU on the Cell have any VMX units? I thought that was only on the Xenon.