Does this quote hint that RSX has geometry shaders?

Brimstone

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OPM: What do you think about the performance of the graphics chip, the Nvidea RSX?

M.M.: The RSX-chip is also a beast. Not only is it incredibly fast, but just like in the PS2 you can have each Cell-core cooperate with the RSX independently. Other graphics chips also have decent Noraml Mapping- and Shader-capabilities, but RSX adds a lot of additional specialised filters and possibilities, leading to fabulous results in the graphics department. And what is really convenient is that Nvidia has been a market-leader for years, and everyone knows the technology and way of thinking through-and-through. This decreases the learning process considerably.

Isn't one of the big benefits of geometry shaders is to open up the potential for graphic filters?
 
I'm just guessing the G80 is similar to a G70 pixel shader wise, but the G80 has the addition of geometry shaders that go along with the vertex shaders.

So if G80 is 32 pixel shaders, 16 vertex shaders, and 16 geometry shaders.

RSX could be 24 pixel shaders, 8 vertex shaders, and 8 geometry shaders.
 
If you read the entire interview, you will notice that a lot of it is just PR stuff.

Like how he says that the data transfer rate with bluray is beyond everything that they have used before.

That would imply that the ubisoft employee in question never sat down infront of a PC.
 
But another interview by a different developer also said something that might have hinted at geometry shaders.

EvilTaru wrote:


Has the graphics improved over the E3 demo? If so how much?

Over the E3 demo? Hah! I'm incredibly impressed with how much the graphics have improved in the past two weeks. I almost didn't recognize a couple of levels now that the lighting has gone in.

JS
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James Stevenson
Insomniac Games

http://forums.insomniacgames.com/viewtopic.php?t=31570&postdays=0&postorder=asc&start=0

The inclusion of geometry shaders should allow for improved lighting techniques. At least that what I understand as one of the advantages of geometry shaders.
 
I think that's just a byproduct of how Insomniac develops. They said before that it's only toward the latter part of development that they start putting in the 'proper' effects and polish, so I think this was just them dropping in their better lighting engine later on in development rather than something motivated by the hardware.
 
Well, at E3 they didn't have to finalized dev kits so there will be hardware motivated improvements. About the RSX..it probably close to the G70 with more cache memory.
 
I dout RSX has geometry shaders because if it did Sony would of hyped it to hell and high water and braged how there GPU has DX10 tech inside.
 
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Filters are 2D effects, what could a geometry shader have to do with it?
Lighting is not exactly a filed for it either as far as I understand...
 
Not only is it incredibly fast, but just like in the PS2 you can have each Cell-core cooperate with the RSX independently
Now thats the interesting part IMHO. Multiple simultan render contexes ??
 
I also remember reading in an interview that the RSX was going to allow for great graphics. Isn't one of the beneifts of ray tracing great graphic quality?

Is this hinting at the RSX being the first real time ray tracer?
 
Isn't one of the big benefits of geometry shaders is to open up the potential for graphic filters?
No. Totally not.
I frankly don't understand how you made that connection.

There are several features he might be referring to. FP texture filtering for instance, or maybe blending or even plain old AF. Or he may be talking about implementing custom filters in the shaders. Or, and that's quite probable, he's just babbling ;)
 
I believe that RSX is just a 256MB version with 128 bits bus and FlexIO of the GPU used in the GeForce 7950.
 
Let me see if I can make out the link...

Texture Filtering ----> Geometry shaders

Hmmm... well, texture filtering means sampling multiple points and applying some sort of convolution... sampling multiple points... Multiple points... Geometry shaders can be used to work on vertices post-vertex-shader... There you go! Vertices are points, and geometry is made up of multiple vertices!

Improved Lighting ----> Geometry shaders

So a game's lighting has improved. Which means that somewhere in there, there have been code changes. Most likely new code had been written, particularly shader codee. Writing code... So to use a geometry shader, you also have to write shader code. I think that proves conclusively beyond a shadow of a doubt (or the penumbra anyway) that there must be geometry shaders because someone had to write code for them.
 
Remembering the source, I think the guy was talking about RSX in relation to PS3 development. Thus the drive is faster than anything they are used to, and the RSX provides loads of effects. I expect he means standard SM2.0+ shaders which PS2 lacked. I see absolutely no reason to think there's geometry shaders or the like in RSX.
 
The 1st time I read the quote the first thing that popped into my head was photoshop, and I thought it might be post-processing filters and effects. The 2nd thing I thought of then was the hair on the main character for FFXIII. Maybe it has to do cG and nVidia's api or something.
 
I think its a much shorter leap of logic to conclude M.M is gay because he used the word "fabulous" than to conclude that RSX has geometry shaders because he used the word "filters".
 
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