ninelven said:I made a couple of outlines in paint for the systems. Just wanted to post them to make sure I was understanding correctly.
Is this more or less correct?
ninelven said:Ok, thanks. I have one more question if you don't mind... What other uses/purposes does the intelligent EDRAM serve besides free AA?
"Inside the Smart 3D Memory is what is referred to as a 3D Logic Unit. This is literally 192 Floating Point Unit processors inside our 10MB of RAM. This logic unit will be able to exchange data with the 10MB of RAM at an incredible rate of 2 Terabits per second. So while we do not have a lot of RAM, we have a memory unit that is extremely capable in terms of handling mass amounts of data extremely quickly. The most incredible feature that this Smart 3D Memory will deliver is “antialiasing for free†done inside the Smart 3D RAM at High Definition levels of resolution. (For more of just what HiDef specs are, you can read about it here. Yes, the 10MB of Smart 3D Memory can do 4X Multisampling Antialiasing at or above 1280x720 resolution without impacting the GPU. Therefore, not only will all of your games on Xbox 360 be in High Definition, but they also will have 4XAA applied.
The Smart 3D Memory can also compute Z depths, occlusion culling, and also does a very good job at figuring stencil shadows. Stencil shadows are used in games that will use the DOOM 3 engine such as Quake 4 and Prey."
Acert93 said:The Smart 3D Memory can also compute Z depths, occlusion culling, and also does a very good job at figuring stencil shadows.
rusty said:Vaan said:I've made my pair too
shouldn't the RSX be able to write to the xdr memory too?
Cell can access RAM transparently. Is that through RSX then, or has it got it's own lines to the DDR? What's said implies that Cell can access DDR without interfering with RSX's bandwidth on the matter. Or is it really a case of data being passed from RSX to Cell on request?For example, RSX is not a variant of nVIDIA's PC chip. CELL and RSX have close relationship and both can access the main memory and the VRAM transparently. CELL can access the VRAM just like the main memory, and RSX can use the main memory as a frame buffer. They are just separated for the main usage, and do not really have distinction.
This architecture was designed to kill wasteful data copy and calculation between CELL and RSX. RSX can directly refer to a result simulated by CELL and CELL can directly refer to a shape of a thing RSX added shading to (note: CELL and RSX have independent bidirectional bandwidths so there is no contention).