Does Ps3 need RSX or can Cell do his work?

Discussion in 'CellPerformance@B3D' started by MrCarrefour, Aug 22, 2009.

  1. Lucid_Dreamer

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    It kind of sounds like the current pairing. Just replace your words "dedicated hardware" with the term RSX. :)
     
  2. Npl

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    Well, the difference would be that those SPUs and "PixelUnits" would sit on the same chip and could pass data back and forth at insane speeds instead of using an external Bus. Also there would be no vertex-shaders.

    If thats the same for you, then Fusion/Larabee is the same as a CPU + seperate GPU aswell.
     
  3. Lucid_Dreamer

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    Of course, that would mean less vertex work could be done in favor of faster pixel work. I'm glad you were more specific this time. :wink:
     
  4. green.pixel

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    I Have a question. Why exactly was the original 2xCell design abandoned, if such an idea ever existed in the first place? Sure, the development would be much more painful, and budget for implementing 2xCBE compared to RSX would be much higher?
    Sorry, I wasn't following exactly from the start of the generation.
     
  5. Panajev2001a

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    The idea never really got much traction besides probably some very early meetings... the dual CELL set-up would have never matched the rendering speed required (for all the flak RSX gets, it is better to have it than to simply have a second CELL device acting as GPU as CELL has no dedicated graphics hardware whatsoever while even the newer LRB chip from Intel has dedicated texture units which are very hard to efficiently substitute with software solutions).
     
  6. Cheezdoodles

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    While the Cell is a reasonably fast CPU, it completely and utterly sucks for doing GPU work compared to a GPU. Dedicated hardware is there for a reason.

    Its just not an efficient solution. Even if we put in several cells, any modern GPU will completely rip it to shreds at doing gpu work.

    Because 2x Cell would give crappy graphics compared to a X360 with a Xenos. It would also require tremendous amount of work, and seeing as the results would be crap anyway, way better solution to just put a proper GPU in, save the devs the time and increase the graphics potential
     
  7. Shifty Geezer

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    Just for accuracy, Cell completely and utterly sucks at some GPU work. Some stuff Cell is on a par with, and some other stuff (certainly when PS3 was being designed) Cell is better than a GPU, only there's not much room for complex vertex shaders when you can't texture them! Although we've discussed before theoretical software renderers which could get past some of the texturing limits for a particular engine. Not that dual Cell would ever be a replacement for the current design.
     
  8. MrCarrefour

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    Ok, I understood some of the GPU work can be offloaded to the cell processor.
    This is a good option for the developer.
    Anyway .. the SPE are vectorial processors, so .. they must be good for this, if not, why the spe are a vectorial processor?
    This can be the reason the Ps3 has a lower GPU than xbox360, isn't it?
    It should be nice to know how much of the normal GPU work is offloaded to the cell processor in the most famous games .. does anyone know?
     
  9. Shifty Geezer

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    "Vector" doesn't mean vector graphics, but a type of data packaged up. Any processing that can be mapped to several numbers and sums at the same time fits to vector processing. Obviously 3D space is one such task, with X, Y and Z data components to describe each point, and that's why Cell is good at vector work. Texture work OTOH is all about memory access, which throws up a lot of problems about latency and waiting for textures to be fetched so you can shade the triangle.
     

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